Physic setting for a animated object

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Physic setting for a animated object

Postby Embreon » Wed Apr 28, 2010 10:33 am

I made a door that moves on a clickable , but for some reason the physics of the door won't move with the door itself
They just stay on the same position as the door was before the animation , and you can walk through the door after the animation ....
Someone know how to get the physics to move with the door ?

Thanks ...
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Re: Physic setting for a animated object

Postby andylegate » Wed Apr 28, 2010 12:36 pm

Okay, keep in mind not everything needs to have a seperate collider.

While it is good practice to do so, especially when it comes to complex meshes that have many faces, not everything in Uru has them: clickables don't, as they have their physics applied to them by the plasma component. Kickables don't, as you have to apply a simple physics component to it.

If the door's geometry is simple enough, consider not having a collider, and just giving it physics instead. This would neatly take care of your problem.

However, if you do need to use a seperate collider, you will have to animate the collider too. (there IS a function in the State section of the responder that is suppose to allow you to Enable and Disable physics, but I haven't played with it yet).

Give your collider an animation to move it out of the way when the door opens. Then, when you are setting the states of your responder, add it's animation just like you did the door's.

There is also Group Animations, but I have not messed with those either.
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Re: Physic setting for a animated object

Postby Agenotfound » Wed Apr 28, 2010 12:43 pm

or you could just link the collider object to your animated door object that way it will follow it during the animation.

and grouped animation are pretty simple you basically just attach the component to several animated objects and they will all animate when you play the group animation- this makes responder much more simpler ! :D
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Re: Physic setting for a animated object

Postby Embreon » Wed Apr 28, 2010 2:51 pm

Thanks you guy's for the tips because i got it working !

Using moving colliders is a bit tricky with the " select a Link " function to attach a object to a animated one .....
This is because the object will start to follow the movement from the animated object from its origin pivot position.
So a small guide below ..


To make a physics collider inside your animated door
- create a object of about the same size that will stop the avatar from going threw the object ...
- make sure that they pivot point of the object is in the middle of the object ( you can change it with the " affect the pivot only " button , you will get a X,Y,Z alignment and you can move it like any other object ) its underneath the Hierarchy button , right to the modify tab

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- attacht a physics component to the collider ( the 2 boxes with the chain in between , just click on the first object and drag it to the one you want to connect it with )
- link the collider to the animated object so it will folow it
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Thats how I got it working !
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