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ЖYueЖ

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About ЖYueЖ

  • Birthday 11/04/1978

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    Colombia / Bogotá

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  1. I can't figure this out, it obviously doesn't work for me. Charrua makes this comment. Each joint has a number of parameters controlling its geometry. An example is the position of the balland- socket point for a ball-and-socket joint. The functions to set joint parameters all take global coordinates, not body-relative coordinates. A consequence of this is that the rigid bodies that a joint connects must be positioned correctly before the joint is attached. That is, when I create the joint, for example the hinge joint, I find three parameters, which refer to the axis that
  2. I think if I spoke English, I would be a genius. I will give it a try. Hey and about SetPosition and SetRotation to recover the skeleton and animate it, any solution?
  3. Script.bodyHead = nil --Entity "Body Head" Script.bodyFoot = nil --Entity "Body Foot" Script.r = false Script.joint = nil function Script:Start() self.boneHead = self.entity:FindChild("Bone1") self.boneFoot = self.entity:FindChild("Bone2") System:Print(self.boneHead) System:Print(self.boneFoot) end function Script:UpdateWorld() if self.r == false then if Window:GetCurrent():KeyHit(Key.R) then if self.joint then self.joint:Release() end self:SetPosition() self:SetRotation() self:CreateJoint() self:SetMass(1.0) --self.entity:Hide() end en
  4. Script.bodyHead = nil --Entity "Body Head" Script.bodyFoot = nil --Entity "Body Foot" Script.r = false Script.joint = nil function Script:Start() self.boneHead = self.entity:FindChild("Bone1") self.boneFoot = self.entity:FindChild("Bone2") System:Print(self.boneHead) System:Print(self.boneFoot) end function Script:UpdateWorld() if self.r == false then if Window:GetCurrent():KeyHit(Key.R) then self:SetPosition() self:SetRotation() self:CreateJoint() self:SetMass(1.0) self.entity:Hide() end end --Rotate Player. if Window:GetCurrent():KeyDown
  5. Script.bodyHead = nil --Entity "Body Head" Script.bodyFoot = nil --Entity "Body Foot" Script.r = false function Script:Start() self.boneHead = self.entity:FindChild("Bone1") self.boneFoot = self.entity:FindChild("Bone2") System:Print(self.boneHead) System:Print(self.boneFoot) end function Script:UpdateWorld() if self.r == false then if Window:GetCurrent():KeyHit(Key.R) then self:SetPosition() self:SetRotation() end end end function Script:SetPosition() self.bodyHead:SetPosition(self.boneHead:GetPosition(true),true) self.bodyFoot:SetPosition(self.b
  6. Recovering the bones of the monkey continue...
  7. All set to covet a single joint Continue...
  8. The first step, I built my monicker for a simple joint. Subsequently, I create rigid bodies for each bone. ( 2) Continue...
  9. The translator doesn't help me much, I'll create a simple articulation and I'll let you know.
  10. You give me a lot of encouragement, it's been a nice long road with Leadwerks, since the Blitz community disappeared, then I'm getting closer and closer to create a video game. And this ragdoll effect is very nice to implement the character death and standing up after the ragdoll effect. And my daughter is happy and gives me a lot of encouragement to make her video game where the character is her. Translated with www.DeepL.com/Translator (free version)
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