Conor
24-03-2008 16:15:04
Right couple of things i've come across that people might be able to give me easy solutions to...
1. Ok.. say i have a rope that i want to only move along one axis (ie. forward/back not side to side) however if something bumps into the rope on the side the rope will move in that direction.. is there an easy way to somehow confine the rope?
2. Is there a way to apply a mass to a character? I dont neccesarily want character thrown backward.. but would like it when it hits into other objects its believable so for example it would say be able to move an object with lesser mass but not something with like 10000mass..
3. Do joints have default spring/dampener etc values if none are set? i created a bridge of fixed joints but if character walks into side they get thrown apart before coming back together.. would want it more solid then that..
4. Big one now.. Say i want to get a character to jump onto a rope swing and then jump off a rope how could i go about doing this? would it be a matter of collision detection on jumping onto the string and then creating a joint attaching the character to that rope.. then breaking that joint when jumping off??
1. Ok.. say i have a rope that i want to only move along one axis (ie. forward/back not side to side) however if something bumps into the rope on the side the rope will move in that direction.. is there an easy way to somehow confine the rope?
2. Is there a way to apply a mass to a character? I dont neccesarily want character thrown backward.. but would like it when it hits into other objects its believable so for example it would say be able to move an object with lesser mass but not something with like 10000mass..
3. Do joints have default spring/dampener etc values if none are set? i created a bridge of fixed joints but if character walks into side they get thrown apart before coming back together.. would want it more solid then that..
4. Big one now.. Say i want to get a character to jump onto a rope swing and then jump off a rope how could i go about doing this? would it be a matter of collision detection on jumping onto the string and then creating a joint attaching the character to that rope.. then breaking that joint when jumping off??