is it really required to clear the rotation of all objects that you add in the scene?
i’m currently working on a simple scene and i’m trying to animate a walk cycle… i placed my mesh inside an invisible cube, and parented the mesh’s armature to it… when i tried to make the cube dynamic, it just flew across the screen… i think it has something to do with my objects’ rotation since i forgot to do it at the beginning…
can anyone please help me with this? thanks in advance!
unless im mistaken, you cant have objects inside a dynamic object that their parented to. I call this the “self collision physics error”
in order for your character to reside happily inside of the cube, you must first disable collision on all of the faces of the character
believe me i do this one a lot, lol
the armature is the one parented to the cube, not the mesh… i tried disabling collision in all faces of my mesh (select mesh, then press ‘F’, select all faces, go to edting panel, then look for the collision button in the texture face tab) but it did nothing…
I included that statement in the parenthesis to be sure that what I did was what you are talking about…
after turning off collision you have to copy the attributes to all other faces (I don’t have blender in front of me, so I can’t really give exact explanations) If you still have the problem when I get home, if I remember, I’ll give more specific instructions.
ok, you only turned off collision for one of the faces
to turn it of for all of the faces, press F, select all of the faces, press W, and select clr collision
after that select a few random faces to make sure it turned of the collision for all of them
hope that helps!
honestly, i don’t know how to do that “copy attributes to all other faces”… i’m hoping you won’t forget about helping me… thnks in advance!
one more thing, does anyone here know a site offering free game sounds? please post them here… thanks again!
i just told you how to
do this:
to turn it of for all of the faces, press F, select all of the faces, press W, and select clr collision
after that select a few random faces to make sure it turned of the collision for all of them
Right, the laws of physics states you can’t have two objects occupying the same space. However, in 2.43, you’ll be able to make a compound object that would probably be able to have the center part be hollow. As in the bounds could be made from 6 meshes hugging the outside of the cube and staying out of the center.
that brings up my question, what exactly is a compound object? iv seen button in rc2, but what does it do? im guessing that it allows you to do something with the children of the mesh, but im not sure what. any one know where i could find out what it does and how to use it?
i tried disabling collision in all faces, but it doesn’t solve the problem… i’m including a .blend file in this post (don’t expect a nicely modelled mesh, it’s just the unsubsurfed mesh in one tute in BSOD)… maybe this could help… thanks!
http://www.savefile.com/files/459777
I’ve checked your file, and the problem was pretty simple. Look at your character. Turn off “Bounds” in the Logics window. After you do that, it should be fine. One more thing, I’m not trying to bash your project or anything, but your walking animation looks like your character is wiping it’s feet. Might want to fix that.
i’ve actually figured out how to solve the problem… it’s pretty simple (just like what you’ve said) but i wasn’t able to identify it at once since i’m just starting to learn GE…
thank you so much for pointing out that “wiping effect”… don’t worry, i’m in for constructive criticisms (if mentioned gently like what you did)… thanks again!