What's the best way to make a collision boundary for a vehicle like on the Deluxe puppet
I have a vehicle that has moving parts (ship with a rotating aim ring round the perimeter). When I make the ship group moveable a collision makes the elements lose their orientation and they don't revert back so I'm resigned to make them pass through, but to place an invisible boundary/shield around the ship as a work around.
I've experimented with putting a puppet inside my ship group and using the puppet boundary but I know this is far from efficient.
What would be the best way to do this?
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I would say make all parts of the ship group non-moveable and non-collidable. Then make the group itself movable and add an invisible sculpt (roughly the size & shape of the ship) to the group which is non-moveable but is collidable.
This means all moving parts of the ship function as they should as they can't have collisions but the invisible sculpt overlay on the ship simulates ship collisions. -
Thanks for the advice, I did try this but wasn't successful however I may have been doing something wrong. But I also think I may have come across a bug. See the video attached.
One way of testing this is to attach an advanced mover to a primitive shape. populate the scene with scenery. Attach the Controller sensor to a splitter, wire x & y to the advanced mover and watch it sail right through the scenery. Make the primitive moveable and it will hit the scenery but loose orientation. -
Sorry, video can be seen here>> https://youtu.be/4bxaDXu1OAk
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I have the exact same problem with my spaceship, clips through everything unless I set the ship itself or all of the scenery to movable - which is not preferable...
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