Animation punching and physics issue

Ok, I am making a game and for some reason, my character isn’t falling, it has dynamic and actor on, and I want to avoid the bounding box way like everyone shows on youtube because that messes with my punch animation which I also haven’t been able to get working. The character has armatures and a walking, jumping, and punching animation but even with dynamics and actor it refuses to fall.

If anyone could help that would make things so much easier, and if you need more info please ask because I don’t know if I am being too vague.

if you’ve set the advanced options or turned up the Damp or RotDamp in the logig window, there’s your problem. turning those to default will wake your character fall as normal.

I tried that but it stayed the same sadly

it could be the radius is too large and you should shrink it down, or you put your mesh too high up. go to edit mode and move it down. Otherwise, i have no clue whatsoever

ok, well turns out that you NEED to put the box around the character to make it work, but now I have no idea how I am going to work the punching because the animation wont collide with any enemies

Thank you megalolligagger for the help I just wish the box could’ve been avoided

I use an empty instead of a box for my characters logic and collisions, with my armature parented to it.

then set up your armature, and character model, armor and weapons to no collisions. then set up a ray sensor (on your main control empty everything is parented to.)the same direction your character faces and have it deal your damage when it senses an enemy in front of your character and your punch key is pressed via sending a messege to the enemy to change it’s health property.

Mines a little more in depth than that using a python script to handle my damage between different weapons, but i’ve given you enough to start heading in the right direction.

hope it helps.

Yes, empties are the best way to handle punches.
Skeletons movement doesn’t change the physics of a mesh, so real animation based collisions are not possible anyway.
(actually, they can be done with some scripting knowledge, but even then the frame rate drops to around 12 frames per second for real time collisions).

Find where the fist will hit in space and then parent an empty to your bounding box. Have this box emit boxes which have the property “enemy damage” when you hit the punch key. Set up your enemies to have a collision sensor triggered by the “enemy damage” property.

Now the punch will damage enemies who are in the right place.
Swap the process for the enemies, with their empty emitting boxes with a “player damage” property.

Honestly, it’s best to follow advice from tutorials… It may seem like there is a better way of doing it, but most people who write tutorials have tried the other ways and found they didn’t work. Once you get it working like in the tutorial, then you can look at other ways of doing it better.

Awesome, thank you everyone this is great, it’ll be done in no time!

you can just use python to cause “Punch”