Armature Problems!

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.

attach a blend file and I will look into it

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.

@ kay_Eva: Here is the .blend file: http://www.mediafire.com/?dtzozoxnoeo

@ Midian: My armature is about one Blender unit away from the Plane, and my bad, I’ll move the forum =D

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.

If the model is a dynamic actor then I think you would want to make the armature a ghost actor to prevent the collision between the two objects.

@Madness: That could work, but I don’t need it to go through anything it it’s way.

@Kay: That has to be the most genius thing I’ve ever heard. Thanks, man

just read over this one, I merged the two replies of mine.

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.

not really it’s pretty much the way everyone does it

maybe this could also be helpful

http://www.blending-online.co.uk/8501/49279.html

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 tried it with the empty, and it still didn’t work.

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

Isn’t it just the problem that you have to make the radius smaller? xD (actor, dynamic)
If the radius crosses the plane the object launches away

and make sure your texture colission is turn off for your UV faces of the character mesh