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Showing results for tags 'physics'.
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If I import a mesh into Leadwerks and set the physics property to convex hull or polymesh in the Physics tab and enable the nav obstical option, the models do not affect the navmesh at all.
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I think it was already mentioned somewhere but there definitely seems to be something wrong with cylinder physics shapes in the beta. I'm using a slightly customized version of the AI and events tutorial map, that has a magazine prefab in it which uses a cylinder as part of it. In one spot it basically bounces away from its original spawn in a way that seems impossible given how close I have placed it to the ground. When I enter the elevator room my fps tank (don't know if that's related but it didn't do that before and that's the room where the barrels are.) And if I throw one or both of the extra barrels onto the elevator so that they are laying on their sides and ride the elevator downwards the elevator will suddenly enter a free fall. You could always speed up the elevator by pushing a physics prop you are holding down onto the platform but it would never do that with stuff just lying on top of it and just having all four barrels on it used to work ok.
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Hello all, I am having trouble positioning and moving an instanced entity. Basically, I am trying to instance a snowball in front of my creature and have him throw that snowball at the target. When I instance the object, I can force the position, but I don't know how to calculate the position relative to the player facing. I also do not know how to calculate and apply the correct the velocity vector to be applied in order for the snowball to be thrown. As part of this, I would also like to be able to adjust this trajectory during the physics update in case I need to track a target. I do not want to use the Nav Mesh related commands of move or follow as I do not want the snowball to be bound to only navigable terrain. I have scoured the forums and reviewed the Project Saturn tutorials for a few days now, but I haven't been able to find a solution. I would GREATLY appreciate any help you can provide. I thought the Transform command might be the right idea, but it didn't react the way I expected. Example Code: local Snowball = nil --entity local Snowball_Model = nil-- entity local Origin = Vec3(0,0,0) self.Snowball_Model = Prefab:Load("Prefabs/Weapons/Snowball.pfb") self.Origin = Thrower:GetPosition(true) self.Snowball = self.Snowball_Model:Instance() self.Snowball:SetPosition(self.Origin.x + 1, self.Origin.y +1, self.Origin.z + 1) --self.Snowball:SetPosition(Transform:Point(1,1,1,self.Origin, nil) --Tried this but it placed --the snowball far away from the model. self.Snowball:Point(self.Target) Thanks in advance, Allaric
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Sometimes the character controller appears to not step over very thin objects. For example, when using the bober trainstation from the workshop, the character controller will get stuck on the various debris and even some of the slightly elevated door frames (yet the navmesh generation still points to them as valid paths, as they should be).
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I have made a rope model and attached bones to it, I can properly move bones in the editor, but when I add mass for one of the bones, this part of the rope simply disappears. How can I make bones act like props so I could connect them with ball joints?
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Hello there, I'm working with Leadwerks in these days and I think it's a really good game engine. However - as I've seen in other post here - there are some problems not importing the fbx files but apply them the collision physics. For example, I've created a house in 3ds max, I've exported it in FBX then I imported in Leadwerks in Prefab directory. Then I used collision type Scene and checked Nav obstacle. The problem is that the collision take a great area, more than the real size of the house. In addition, I can't give to the model a selective collision type (e.g. windows vs walls). When I apply the collision it affects the whole model. Anyone can help me ? Thank you and have a nice day !