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zomis

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Posts posted by zomis

  1. Maybe I'm asking the question wrong.

     

    From what I understand from Rick, The cylinder(View->show physics) in the image is bound to the center of mass of the Box(primitives->box) when using the character controller. This can be changed using the Entity::SetMass function.

     

    But when is the "Shape offset" values in the editor used/not used? Shouldn't offset offset the center of mass too? From what I understand/have tried the offset values is only used with 'rigid body'. But then what more is not used when using the character controller?

     

    What pivot? You said you made a csg box and made it a controller. If that's all you did then there is no pivot involved. Whatever you make the character controller will be where the character controller aligns it's bottom to the things center of mass. So I'm not sure where this pivot is involved?

    Is the x in the box model not the center of rotation? Is that not also a pivot?

  2. I wrote this before Rick replied:

    Why would it not be possible to bind a box(the object, not the physics->shape) to a character controller? What is the difference between that and all tutorials importing a model and binding it straight to the controller without using the pivot/child method?

     

    I understand what you mean with the pivot/child, but is offset disabled when using character controller? I don't understand how/when offset work/don't work.

     

    To rick

    What I thought was binding to the pivot is really binding to the center of the mass?

  3. I have created 2 boxes. One for the floor and one for the player.

     

    If I select the box, set it to character controller and character. Then it creates a collsion cylinder around the player starting from the pivot and up.

     

    But how come I can't change the offset with this config? Is character controller bound to use the pivot without the offset values?

    post-12359-0-74820500-1418383108_thumb.png

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