YouGroove Posted June 9, 2014 Share Posted June 9, 2014 Working on simple hair/clothes joints. I made a joint ball with a parent and a child, physics works good. But the child physic ball does not collide with parent box physic and go trought it when balancing. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted June 9, 2014 Share Posted June 9, 2014 This is the intended behavior. Most joints have constraints that can be used if you want to limit the motion. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
YouGroove Posted June 9, 2014 Author Share Posted June 9, 2014 Ok so actually in LE3 it is not possible to have joint balls with a moving center and colliding with parent collision mesh. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Admin Posted June 9, 2014 Share Posted June 9, 2014 Jointed entities do not collide with the other entity in the joint, for performance. Normally this is done by setting the joint constraints, when it is needed. The ball and socket joint has a maximum cone radius which can be set. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted June 9, 2014 Author Share Posted June 9, 2014 ok but maximum cone radius won't allow full freedom joint with collision against parent. So making such joints for capes, clothes, hair would need another system like physix proposes. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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