Physics and bones issues

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Physics and bones issues // Archive: Tech Forum

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Post by ed_baker // Jun 16, 2007, 4:39pm

ed_baker
Total Posts: 355
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I was wondering, and may be missing this somewhere that I haven't read yet, but when using physics with a boned object, the reactions only happen off of the bones and not the object that they are in.


For example, a fist hitting a ball. . .


The mesh that makes up the fist will go through the ball until the bone itself reaches the ball, then the ball reacts. Is there a way to make the ball react off of the mesh of the hand and not just the bones inside of it without making bones stick out everywhere you want contact? :)


Make any sense?


Any help would be great.


Thanks,

Ed

Post by trueBlue // Jun 16, 2007, 5:17pm

trueBlue
Total Posts: 1761
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I see a Radius value in the Forces Aspect in the Physics Object within Bone node inside the Skeleton node. Connected to the...kidding ;)

Post by ed_baker // Jun 16, 2007, 5:29pm

ed_baker
Total Posts: 355
pic
I see a Radius value in the Forces Aspect in the Physics Object within Bone node inside the Skeleton node. Connected to the...kidding ;)


Acckkkk!!!!


Just kidding. I finally found it in the manual page 9.4.3 of the TS 7.5 PDF.:jumpy:


Not sure where it is in the 7.51 manual.


What you need to do is adjust the "Collision Shape Size" in the PhysObject node for the boned object in the link editor. One thing I don't like about it is the lack of visual reference for the bone's envelope for physical interaction. I'd like to be able to set it like I can set the vertex envelopes when skinning.


**FEATURE REQUEST**

Visual envelope to set bone shape thickness in physical simulations.


Ed
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