holschuh Posted October 25, 2015 Share Posted October 25, 2015 Hi, Is there a way to remove physic forces completely? If i temporarely set collission to None for cinematic Animation and later put it back for further physics the old physic forces also come back. if window:MouseDown(Key.LButton) then self.state="ball" self.childv = self.entity:FindChild("Daumen R") entitydb.kuerbis:SetMass(0) entitydb.kuerbis:SetCollisionType(Collision.None) entitydb.kuerbis:SetParent(self.childv,false) entitydb.kuerbis:SetPosition(self.childv:GetPosition(true).x-0.1,self.childv:GetPosition(true).y+0.4,self.childv:GetPosition(true).z,true) else self.state="normal" entitydb.kuerbis:SetParent(nil) entitydb.kuerbis:SetMass(0.01) entitydb.kuerbis:SetCollisionType(Collision.Prop) end cu Volker Quote Link to comment Share on other sites More sharing options...
Josh Posted October 26, 2015 Share Posted October 26, 2015 If you set the mass to zero the entity will be completely unaffected by physics. 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...
holschuh Posted October 27, 2015 Author Share Posted October 27, 2015 Hi, if i give the mass later back to the entity dont act as it have no Forces on it. i do this in update physics maybe that is the Problem? cu Violker Quote Link to comment Share on other sites More sharing options...
Josh Posted October 27, 2015 Share Posted October 27, 2015 That would not surprise me. Maybe make a copy of the entity and use that for your non-physics version? 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...
holschuh Posted October 27, 2015 Author Share Posted October 27, 2015 i try this. cu Volker Quote Link to comment Share on other sites More sharing options...
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