Hgawmphdmph Posted August 15, 2022 Posted August 15, 2022 Hi, I've modelled a simple crate in Blender and imported it to Leadwerks. This lid is a simple mesh with a single bone to swing it open. The problem I'm having is that the physics doesn't seem to move with the mesh, as in the attached image. I'm using an animated model shader but the physics system seems to stay put. That means that when the lid opens, I can't access the inside because attemps to "pick" things inside hit the lid physics which are still in place. (Presumably, if I do the same thing with a door, I'm not going to be able to walk through it?) Am I doing something wrong? Thanks in advance for any help. Colin Quote
reepblue Posted August 15, 2022 Posted August 15, 2022 You're doing nothing wrong. It's just that physics in Leadwerks don't work like that. Anything you wish to move or have a physical reaction needs to use the Joint class in someway. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon!
Hgawmphdmph Posted August 15, 2022 Author Posted August 15, 2022 Hi reepblue, Ok thanks. I'll try adding a hinge joint in place of the bone. But then that makes me think - what would happen then with a character or NPC? They are animated with bones and if their physics mesh doesn't move with them then surely collisions and picks with them would be off? Cheers, Colin Quote
Yue Posted August 15, 2022 Posted August 15, 2022 The collision for both player and npc characters is characterized by a cylinder covering the model space. In my case I assign rigid bodies to the bones when I activate the ragdoll effect. Quote
Hgawmphdmph Posted August 15, 2022 Author Posted August 15, 2022 Hi Yue, Ok that makes sense. Thanks! Quote
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