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http://lists.blender.org/pipermail/b...ay/019429.html
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#1
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That is one of those things that Blender should must have, so finally is done, STATIC COLLISIONS !! that sounds great , what a shame there will be no soft shadows in 2.49 .
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#2
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#3
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#4
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I hope this get built on graphicall soon trigger volumes make everything awesome
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#5
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I think the other Blender users are just jealous that now that the GE has a larger group of motivated devs than ever before, that it just appears, to impatient users, that there have been faster improvements than the 2.5 update ;-) Well that's my make believe theory, heh heh. Probably just some commit convention thing..but it has been like this before. |
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#6
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The complaints have been coming from the fact that 2.49 has been in a release candidate stage for a while now, which is supposed to be bug fixes only at that point.
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#7
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Yah, I figured it was probably something like that. Thanks for clearing it up.
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#8
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so sweet baby Jebus i've been wanting this for soooooooooooo long.
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Don't try to confuse me with the facts. My minds already made up. Making movies, singing songs, 'nd fighting round the world. http://animea.blackgoku.com/anime/Go...nds/heaven.wav |
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#9
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Has anyone managed to find where this is in the UI? I looked in the dynamic type dropdown / bounds / sensor / actuator... still no joy. I'm wondering if my graphicall build was from pre-this commit though...
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#10
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@Blendiac: this is a new physics type. It's between "no collision" and "static" in the physics type menu.
You will need revision 20239 or later to get it. |
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#11
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Could someone give a short idea, how to use this feature? Is it useful to check whether the player is inside this volume or not and how do I combine it with a logic brick?
greetings, moerdn |
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#12
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What specifically does this mean?
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My favorite word: Duotrigintillion. |
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#13
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I'm using it to detect whether my character is touching the ground. Previously I used a ray, but the problem there was that if only the edge of the character was touching the ground, then the ray (in the middle of the character) missed it. Using a collision actuator on my character would also trigger if the side or top of my character was touching something. With this, I have a simple shape, that approximates the underside of my characters shape, parented just beneath them. If the sensor object is colliding with the ground, they're touching. Simple, flexible and effective. Feel free to checkout my demo file here. (note: it requires a build more recent than RC3, such as the autobuild from graphicall.org) |
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#14
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@Littlebob: yes you can deactivate a collision sensor: simply put the main object in a state where no controllers is connected to the sensor; it will be automatically removed from the physics simulation and the logic system and will consume no CPU. Changing back to a state where the sensor is connected will automatically bring it back in the simulation.
@Blendiac: if you use a sensor object with a triangle shape, don't forget to give it a width with the collision margin in the Advanced panel or your sensor object will easily miss the ground. Ideally the sensor object shape should touch the feet of your character so that the contact with the ground is never missed. Unfortunately, the margin is not visible in the 3D view but you can get a feel of the size of the shape in the game if you enable physics visualization. |
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#15
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Thank you.I knew I should have been getting used to states much earlier. I have a feeling that it might be better and more efficient than how I have been doing it with allot of things.
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My favorite word: Duotrigintillion. |
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#16
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This is a very helpful addition to the game engine. Has anyone found errors with these new sensor objects, or are they good to go?
@Blendiac: Thanks for posting the demo file, it works well to show some of the new capabilities. |
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#17
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