Andy Gilbert Posted December 1, 2009 Share Posted December 1, 2009 Ok, ive been here before with other engines and it allways does me. If i have an object that has a force acting on it, the object will move, or spin ETC, how can i keep that force local to the objects angles? Thanks Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
Josh Posted December 1, 2009 Share Posted December 1, 2009 AddBodyForce( force, 0 ) 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...
Andy Gilbert Posted December 1, 2009 Author Share Posted December 1, 2009 Sorry, my fault. Yes your correct for that command. Im wanting to know for this command AddbodyForceAtPoint , which i cant work out how to do. Thanks Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
Josh Posted December 1, 2009 Share Posted December 1, 2009 Use TFormPoint and TFormVector to transform the position and force from local to global space. 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...
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