What can we do with physics?

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Re: What can we do with physics?

Postby D'Lanor » Wed Oct 29, 2008 8:51 am

Grogyan wrote:Thanks D'Lanor, works pretty well but i gotta ask a ouple of questions about it
would having a camera region inside the subworld give the desired effect of the camera at the right angle?

Probably, but to be honest: I have never used camera regions.

Whilyam wrote:
Grogyan wrote:Yep, use an invisible collider in a subworld that lifts the player up

Won't I look like I'm just standing on the platform?

Yes. An invisible platform. You could try using a oneshotmod. I don't think there are any suitable avatar animations for this though.
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Re: What can we do with physics?

Postby Grogyan » Wed Oct 29, 2008 10:12 am

Whilyam wrote:
Grogyan wrote:
Whilyam wrote:Is there any way to make negative gravity (anti-gravity lifts, etc.)? Something where you "fall" up, but your feet stay in the same direction?


Yep, use an invisible collider in a subworld that lifts the player up

Won't I look like I'm just standing on the platform?


Yes, so to get the effect of falling just use a python file or a piece of AlcScript to force the avatar into the falling animation, though i'd suggest Python, but it can be done either way
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Re: What can we do with physics?

Postby Aloys » Wed Oct 29, 2008 10:28 am

There's a much cooler way to do this: Use a swim region. Give it the height of your whole 'lift' shaft and place the swim surface at the top where you want to 'land'. As soon as you enter the region your avatar will start to slowly swim up in the air until he reaches the actual swim surface at the top. This looks very cool. Just make sure to put an invisible collider all around the lift shaft or you may fall out of the swim region pretty easily.
It's an effect I love and I'd like to use in an Age at some point..
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Re: What can we do with physics?

Postby Karkadann » Sat Apr 24, 2010 5:02 pm

Well If someone can explain how to create the four sub worlds each with its own gravity I got the graphics It can be exported to a 3DS file from 3D Studio Max and imported to Blender. however getting David's outfit is a whole other story
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