So, I’m trying to test a walkcycle in the game engine, but when I play the game, (without pressing any keys or anything), the character just flies right off the plane! There are 23 bones, 8 are IK bones, and 4 are IK handles, no fingers or toes because it’s basically a stick figure. I’ve made this work before in 2.45, but I tested it out yesterday and today in Blender 2.45 and 2.46, but it doesn’t work like it used to.
If anyone knows what’s going on or how to fix it, please tell me ASAP.
Sounds familiar, I usually run into this problem when an object in the GE is physics capable and starts off too close to the floor plane, the bounding limits of the object intersect, the GE freaks out, and your object instantly turns into superman.
Either way, this is more a question for the support section than the resources section.
So, I’m trying to test a walkcycle in the game engine, but when I play the game, (without pressing any keys or anything), the character just flies right off the plane! There are 23 bones, 8 are IK bones, and 4 are IK handles, no fingers or toes because it’s basically a stick figure. I’ve made this work before in 2.45, but I tested it out yesterday and today in Blender 2.45 and 2.46, but it doesn’t work like it used to.
If anyone knows what’s going on or how to fix it, please tell me ASAP.
Well your blend file doesn’t seem to like my Apricot build but I think I know what could be wrong. The reason it flies like that is because the mesh is colliding with the armature I think.
I usually avoid the entire situation by not making actors out of either of them. What I would normally do is attach them to an empty (which gives them movement). And then make a proxy mesh around the character that will then behave as the physicallized aspect of them all.
In other words, neither your armature or character will have physics or collision. But instead you want to make an invisible standin to do that for them.
Mmm, well I wasn’t trying to say that the character needed to go through anything. I was trying to say that if one object (the armature) is inside another object which is dynamic (the character) the two objects would be colliding and could cause a great deal mayhem.
If you upload a blend I could try looking through it to see if i could help.
Well, obviously not everyone since I never thought of it. It’s simply the fact that I was able to get the character into the game without any problems a few months ago, but now when I try it, it goes hay-wire.
i don’t no if the iron shield stell gets on but here a way that might fix it that b3doo told me when mine wouldn’t work!ok make sure the amrature has actor things on it at all then select both the mesh and the armature and hit ctrl a then hit apply scale when it comes up
ty again for your time