Hello my fellow BGE artists.
I have come here today for physics advising for a humanoid player character in BGE.
All logic is applied to the rig and the camera (it’s FPS so there is mouse look on camera and such). This is my current physics setup for the player character:
Rig = Character with all defaults.
Model = Static, actor and host checked, collision bounds checked with convex hull at 0 radius.
Widget (came with rigify rig) = Static ghost.
Camera = Static ghost.
All other things in the scene are static defaults.
The problem I am having is that the model/rig is still colliding with things way outside of the convex hull collision zone of the model, leaving me to believe that it is in fact the collision zone of the rig that is causing this problem. I tried to shrink the root of the armature to make it small, then again tried but still I am colliding somehow. The collision is definitely not the floor, as I tried with an open plane and have no problems, it is just the other static objects in the room.
So my Q is, what can I do to improve the physics of my model? Keep in mind, this is a pretty realistically proportioned, scaled, and modeled human.
I was thinking maybe I would have to chop my body parts off and establish a different collision zone for each of them, probs a cylinder or something, rather than using the convex hull option for the entire body. This however would not solve the issue if it was the rig causing the problems.