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Yue

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Everything posted by Yue

  1. Yue

    Parallax

    I think you should create a repository for all your shaders and progress. This will make it easier for us to use them.
  2. Is it possible to change the center of a shape assigned to a mesh? I am creating a bucket for a ragdoll on the leg part and the joint would be at one end of that bucket.
  3. DEVMODE Ragdoll.mp4 sdfdsfds From the last time I tried the ragdoll effect, this time I have solved the problem of rotating the rigid bodies so that they point in the direction the player is looking. In that case before I used an invalid method, and now I understand how it is with the Ragdoll.
  4. function this:InitJoints() self.posNeck = self.jboneNeck:GetPosition(true) -- >>> Not Work self.jHeadSpine2 = Joint:Hinge(self.posNeck.x, self.posNeck.y, self.posNeck.z, 1,0,0, self.modelSpine2, self.modelHead ) self.jHeadSpine2 = Joint:Hinge(self.modelHead:GetPosition(false).x,self.modelHead:GetPosition(false).y,self.modelHead:GetPosition(false ).z,1,0,0, self.modelSpine2, self.modelHead ) end For some reason this does not work correctly, I want to move some rigid bodies and create a collision in the position of the character having as a point of union the position of the bones of the nape of the neck. But it doesn't work. However it does work with some element of the head collider or the toras. Any suggestions.
  5. I have resumed the project to implement the ragdoll effect, and it is really working as expected. The joint is placed correctly with its respective rotation on the model. --Test Ragdoll. if Input:GetKeyHit(Key.R) and self.ragdoll == false then self.ragdoll = true if self.ragdoll == true and self.player:GetPhysicsMode() ~= Entity.RigidBodyPhysics then if self.player:GetPhysicsMode() == 2 then self.player.meshPlayer:SetMass(0) self.player:SetPhysicsMode(Entity.RigidBodyPhysics) self.RPlayer:InitShapes() self.RPlayer:InitJoints() self.RPlayer:SetPositionBodys() self.RPlayer:SetRotationBodys() end end end
  6. I believe there is a FindEntity command in the current world. ( map ) and another called SetScript.
  7. Yue

    Rotating a bone

    Thanks, I have tried many prototypes and now with a fresh mind I will surely make a breakthrough. The secret would be to create the ragdoll initially, have it somewhere on the stage and then rotate it and attach it to the character. Let's see how I do in this new attempt to resume my project
  8. The only thing I can think of is to have a beam coming out of each player's foot and these detect when the player touches the ground. If one doesn't touch the ground depending on the leg it could trigger an animation that is one foot lower. Possibly there is another better way to do it.
  9. Do you mean that if the character is on a staircase his feet accommodate each step where he places his feet?
  10. Yue

    Rotating a bone

    I was just here testing here and I was curious that you don't turn the bone with the turn command. The thing is that I am collecting information from the bones to create the Ragdoll effect. I also did the test with the zombie bone from the Leadwerks examples and the same thing happens.
  11. I have here a problem in the rotation of a bone retrieved with the FindChild command. The thing is that when I use the Turn command, the bone rotates but then stops. self.boneHead = self.entity:FindChild("boneHead") self.boneHead:Turn(1,0,0) This only happens with X-axis rotation. Any suggestions on this matter would be appreciated.
  12. Yue

    Some Extras

    Great, thank you very much.
  13. Ha ha ha ha, Josh photo. For the GTA trilogy.
  14. Yue

    OceanProgress

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