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Post by kulu on Mar 28, 2017 7:47:54 GMT
Hi .
I tried using spherical gravity to get a rigid body to follow the surface of a spherical rigid body. but there is a 'delay' effect happening , where the player rigid body doesnt fall towards the sphere rigid body, like I would like. the player rigid body seems to float away from the sphere rigid body , and then fall back. Im also having issues with the distance at which the player rigid body rests on the sphere rigid body . there seems to be a gap between the player and the ground. Any idea how I can fix this?
It may already be apparent that im trying to create a planet (sphere rigid body) and the player moving along the surface of the planet. im doing this because I want to create a seemless, and unbound enviroment (just like a planet in real life) . Has anyone ever tried this method , or am I going in the wrong direction? I know that spherical gravity draws all linked rigid bodies towards the centre location of the spherical gravity object, thats all good. its just the delay effect Im getting , and the gap between the two rigid bodies , when the player rigid body is at rest.
any insight into this issue would be greatly appreciated.
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Post by TinSoldier on Mar 28, 2017 14:04:27 GMT
Ha the issue i suspect is the collision body isn't fine enough..
If you use a large sphere with say 50 sides for the collision body, what you get is a 50 large flat areas and or pointy parts ..
I assume you have "use bounding sphere unchecked, try checking that then you may have to resize the collision body to get the player to align perfectly on the surface.
the next thing is the gforce range, make sure it fits the size or larger than the planet or your character can float away.
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Post by TinSoldier on Mar 28, 2017 14:16:26 GMT
Another trick is to align a gravity object with the player and his orientation , what this does is allows the character to walk upside down if in a tunnel ( walk on the ceiling ) or always be aligned on what ever surface its on at the moment. On a planet it would always be properly aligned to the surface which wouldnt look right if the surface had mountains, in that case the player would walk up the side of the mountain on a heavy angle So it realy depends on the design if this would be useful or not, or you could turn a gforce on or off as needed for special areas of the model to get different gforce effects.
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Post by kulu on Mar 29, 2017 5:59:40 GMT
thanks Tinsoldier . will give your solutions a try . I see what you are saying about the character walking up a vertical slope like hes wearing spiderman's shoes . will try a character object with a target thats always facing forward. thanks again
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