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Post by zerochaos98 on Oct 15, 2016 12:26:26 GMT
Ok so i have tried to fix this... It dodnt work Ok so i created a character using the non scripted option (i dont know how to script by the way) and the problem i get is that my character.. Well rather the skinmesh unrealistically can go up ramps and other angled surfaces and all i want to know is how to i make it so that when i run an angled surface the skinmeshes body aligns with the plaform
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Post by GH Games on Nov 22, 2016 19:02:47 GMT
You will most likely need to use some form of Script my friend.
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Post by TinSoldier on Nov 30, 2016 16:42:38 GMT
try this, add a gravity object and attach it to the player, then move and orient the gravity object to the players location and orientation.
what you end up with is a character or vehicle that orients its self to every surface as thought its the down direction.
What this does is allows a character or vehicle to align its self upside down if it were in a tunnel for instance, the car could drive on the ceiling and a person can walk on the ceiling too.
Don't know if that's what your looking for, but if not, you're still going to have to involve scripting to test each surface to align the character differently then the basic gravity already allows.
PS don't the character objects have a setting to control the maximum angle they can walk on.. which i think is what you mite be looking for.
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Post by zerochaos98 on Jun 29, 2017 14:34:32 GMT
not exactly what i meant im trying to make the skinmeash orientation be like it was in sonic adventure 2 where i can make mine run up walls and make a leve with loops for my charcter but its not that it can run up a steep slope its that the skinmesh itsnt matching the orientation of the platform its on like in the photo Attachments:
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Post by TinSoldier on Jun 29, 2017 16:06:22 GMT
not exactly what i meant im trying to make the skinmeash orientation be like it was in sonic adventure 2 where i can make mine run up walls and make a leve with loops for my charcter but its not that it can run up a steep slope its that the skinmesh itsnt matching the orientation of the platform its on like in the photo What i see here is firstly, your description of the issue is wrong according to the picture.. I see the character properly aligned to the platform its walking on, i think what you mean is that you want the character to align straight up & down to the world axis not to the road surface.
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Post by zerochaos98 on Jun 29, 2017 22:55:14 GMT
actually I was hoping to align him to the road surface unsure about the axis thing though well like the photo is correct give me moment to give you what I don't want him to do and what I am trying to achive here the first photo is what it looks like now ( I used an orbit camera project with my character and a rigidbody added to it) the second photo is what it should be like only when he is on that platform I can only change the orientation of the skinmesh when im not in the editor though which would defeat the purpose ok so now ive got a better picture here the left side is showing how I wanted it to look and the right side is showing what it currently looks like Attachments:
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Post by TinSoldier on Jun 30, 2017 20:10:07 GMT
Well firstly, there is a project called gravity toy that Jestermon created some time ago, it would give you the aligment you want.
Buuttt does your character always align this way in your project, or only in certain areas or certain times.
If not always aligned this way, then your going to need custom scripting or maybe EvenOn** objects to turn on and off scripts as needed to control alignments differently.
Sooo It may not be a simple solution to what you want done.
PS the AXIS is a reference to the 3 world alignments in X Y Z positions and or rotations ( referred to as Quaternions ) If it were 2D then you could use only 2 of those AXIS.
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Post by zerochaos98 on Jul 1, 2017 0:03:09 GMT
Ok so no the only way i even got the picture was by rotating the skinmesh in the editor then pressing play and it looks fine until you on a flat surface again and it wohld only beed to be like this when he is touching the ground or a wall not while airbourne ( jumping falling etc... I was wonderi g if you or anyone else knew or could give me a script that would be capable of such things working with an eventoncontact
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Post by zerochaos98 on Jul 1, 2017 22:07:20 GMT
How does this whole world axis thing work im not to sure about what you mean... Is it like a rotation or movement???
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Post by TinSoldier on Jul 2, 2017 4:00:20 GMT
if you place a gravity object in your project, you can align the arrow anyway you want to get the gravity effect pointing in the direction you want.
so basically add the gravity object to your project, don't change anything and connect it to your character object, then test your project and you'll see it aligns properly the way you want.
Gravity objects can be turned off and on if needed, and you can have more than one in your project, each gravity object only effects physics objects attached to it and those objects are active.
Gravity ONLY works with physics based objects like rigidbodies and a few others, a skinmesh wont be effected by it, a skinmesh needs to be attached to a physics based object like a car for instance to see it react in your project, you can place a skinmesh by it's self if needed just for visual effects.
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Post by indiedev on Jul 2, 2017 4:23:45 GMT
zero, you may want to make your models look not so sonic-y unless you want sega suing you...
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Post by zerochaos98 on Aug 26, 2017 19:26:07 GMT
So how could i get that gavity toy project?? Also is there any chance in hell of my idea being possible ive tried some other ideas and it all comes up buggy thats why in one of my other topics. I asked how to make something travel in ancertain direction and what i forgot to ask was how do i do that and make it turn to face the direction its traveling at all times i think that would solve my issue be cause then if it was going up at an angle it would face diagonally up.... Right?? I mean sounds good i. Theory but i dunno and about the whole sonic model thing as a side note im just using them as plave holders nothing more they are more fun to look at then the andro for me
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Post by TinSoldier on Aug 26, 2017 20:17:49 GMT
i can supply the gravity toy project, problem is, you don't know scripting, so how will you use it ? What i see happening is you wanting somebody converting the process to work with your project which cant be done without having your project. Secondly, i'm not doing this for you, i don't think anyone else will either. but here you go dl.dropbox.com/s/h22a70650rfauzp/_gravity_toy_src.zip?dl=1
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Post by zerochaos98 on Aug 27, 2017 4:26:56 GMT
Hold up a minute man i dont want someone to do it for me and ive been toyin with it and am starting to understand the script object more and more im pretty sure i could figure it out but what kind of scripting know how would i need??? Like whT im asking is there already one in there that ill have to monkey with or do i have to make my own secondly i wasnt wanting someone to do it for me i was hoping that there would be someone with the same ideas that already did it that could share the knowledge thats all of someone did it for me i would feel pretty guilty..... So please understand its not meant that way
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Post by indiedev on Aug 27, 2017 4:29:39 GMT
it could be done without scripting: -add some invisible wheels to the character [and maybe springs to dampen it] and use like training wheels on a kids bike. -link the wheels to all flat walking surfaces [not walls or player will bump them to soon]
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Post by zerochaos98 on Aug 27, 2017 4:35:32 GMT
Interesting ill give that one ago
See in my previos attenpt i was connectong the rigidbody to the skinmesh and when the player turned left or right.at a stand still the script took over but while in motion the player could still turn unless i used the joystick charater option and would soon be facing left while going forward.... And that was only my last attempt my first was replace the character rigidbody with a car but you can see where the wrong in that is
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Post by cypermethrin on Aug 27, 2017 11:42:37 GMT
This will only be helpful if you really are learning to script (otherwise you'll always hit these things, for everyone, if you really want to make games seriously you'll need to learn)
Outline of what you need to learn about to script it- transform rotations raycasts (scanner in rad?)
then what you need to do-
gravity attached like TinSoldier said raycast down from the feet of your character to the walking surface rotate your character to the normal of the raycast hit (you may need some interpolation to make it smooth as I assume you'll be jumping too)
All works in my head, as usual not tested (not in rad anyway, but used similar technique in Unity during various projects)
Give it a go and I'll help if I get time
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Post by zerochaos98 on Aug 28, 2017 4:50:51 GMT
All right i will try
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