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Post by Power Supersport on May 15, 2015 15:43:43 GMT
Hi, guys,
Because of a glitch that happens when I use Character default object, I will ask you for scripted one... If you have examples of a character, made by a script, please feel free to share it...
The default character object is sticking up to walls, and has friction problems (slowing down sometimes)... The same is happening with the 1st person camera...
Tried to use forces, but they increase the speed of the object, which is not realistic for a human... Please tell me if I can limit the speed then...
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Post by n_iron on May 16, 2015 3:05:35 GMT
Hi Power Make sure you have no back faces and inner and outer wall are not to close.
Also try adjusting the liner and angular dampening.
n_iron
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Post by Power Supersport on May 16, 2015 9:42:35 GMT
Hi, thanks for reply...
My models have no backfaces and.. already tried the angular and linear damping stuff...
it's about my game "X-Craft" and because there are many blocks, when walking on them sometimes I get this glitch... I trued setting their friction to 0, but nothing happened...
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Post by mikehense on May 16, 2015 21:56:09 GMT
i'd get something similar when walking around inside the one of the lunar habs... try testing with a block (collision surface) that has more vertices...
--Mike
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Post by n_iron on May 16, 2015 21:58:18 GMT
Hi Power try increasing the number of pollys not to much because a large polly can also cause this problem.
I always use scripted character but they are also suffer from this problem.
I will post a scripted char as soon as can when I return home.
n_iron
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Post by mikehense on May 16, 2015 23:16:11 GMT
i just did a lil test on the lunar habitat interior rb... one using the existing rb, and another using the same rb mesh, but now quad divided twice...
the poly count has gone up from approximately 200 to 2000... with no slowdown... but i just rushed this...
now normally i'd just do the walls and not the floors, and the quad divide function in truespace divides in all directions, so there's also four layers of depth in the walls that i'd also normally get rid of... so the poly count wouldn't be 100 times the original...
but, this seems to work... i can't get the character rb to stick to any wall... so, i can conclude that the smaller the face that the character sphere is colliding with, the less the chance of sticking to the walls...
--Mike
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Post by Power Supersport on May 17, 2015 9:07:41 GMT
Wow! Thank you for your advice... I didn't know about the polygon count... I'm gonna try it and tell you what's happening...
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