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Dark Physics & Dark A.I. & Dark Dynamix / Dark physics : lock rotating forces but not translating forces

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Maxmax123
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Posted: 1st Jan 2009 23:26 Edited at: 1st Jan 2009 23:31
Is there a way to disable just rotating forces on a rigid body and/or control them better without affecting translating forces.


If this is not possible I request a feature like this

I try to apply force to a cube on the ground and the force location is default but the cube will always roll and not slide like I want it.

Im trying to find an alternative to the character controller as I dont like it.

I would like my character to be affected by some physics like getting blown away by an explosion or a force field.
HowDo
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Location: United Kingdom
Posted: 2nd Jan 2009 15:41 Edited at: 2nd Jan 2009 15:42
liner damping might be one you could try.

Dark Physics makes any hot drink go cold.
Kendor
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Location: Malta
Posted: 2nd Jan 2009 19:29 Edited at: 2nd Jan 2009 19:30
In Darkphysics they are called angular velocity (Rotating forces) and linear velocity (Translating forces).

If you want an object to move without rotating when applying a force, place phy set rigid body angular velocity objno, 0.0, 0.0, 0.0 in your loop. This will block its angular motion while allowing for linear motion.


BMacZero
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Posted: 2nd Jan 2009 21:29
I had this problem before, I tried PHY SET RIGID BODY ANGULAR VELOCITY but somehow it would always keep rotating a little bit. I found PHY SET RIGID BODY ROTATION to work well.

Maxmax123
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Posted: 3rd Jan 2009 03:01
I have tried just about every command affecting angular velocity and non seem to work the way I want

I dont like PHY SET RIGID BODY ROTATION as i would not be able to use linear forces
HowDo
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Posted: 3rd Jan 2009 12:04
try one of these and see if it does what you want.



Dark Physics makes any hot drink go cold.
Maxmax123
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Posted: 4th Jan 2009 16:58
I have tried pretty much everything at this point and the object still slowly rotate upon slide across the ground

Even when I set the max angular velocity to 0 with PHY SET RIGID BODY MAX ANGULAR VELOCITY it STILL rotates to some degree.


Please TGC, in the next update for dark physics setting the max angular velocity to 0 and to keep doing that should have the object not rotate at all.
HowDo
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Posted: 4th Jan 2009 17:34
have you tried the object sleep command set where if and object is below the set limit the it will not move stays put.



Dark Physics makes any hot drink go cold.
Maxmax123
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Posted: 5th Jan 2009 03:23
ugh tried it and its still rotating.
HowDo
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Posted: 5th Jan 2009 15:46
is it possiable to post a demo of what your are doing, so that we can play around with it to see if there is away to stop it moving.

if not show a screen shot.

Dark Physics makes any hot drink go cold.
Maxmax123
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Posted: 5th Jan 2009 21:48 Edited at: 5th Jan 2009 21:49
Here is the code I have been tweaking around with in its current form.

HowDo
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Posted: 6th Jan 2009 13:03
Well after some messing found out its got nothing to do with PhysX its to do with your move camera bit. looks like you need another way of moving the camera.

Dark Physics makes any hot drink go cold.
HowDo
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Posted: 6th Jan 2009 13:27
try this, see if it will move your project on.



Dark Physics makes any hot drink go cold.
Maxmax123
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Posted: 10th Jan 2009 19:16 Edited at: 11th Jan 2009 01:17
OK.. after some work and tinkering around I have a pretty good character controller system going but I find the a cylindrical physics mesh would work best as it the most stable and is not too complex. but the problem is that PHY MAKE RIGID BODY DYNAMIC MESH wont work with a cylinder primitive.

Do you know any way I could successfully make a cylindrical physics mesh?

..and don't say to get the plugin for Maya/3ds max because I don't use them and I don't have lots and lots of money to buy them.

thank you
BMacZero
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Posted: 10th Jan 2009 21:00
MAKE OBJECT CYLINDER won't work? (You can make the cylinder object a mesh with MAKE MESH FROM OBJECT).

Maxmax123
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Posted: 11th Jan 2009 01:18
oops
i mean it wont work[u]
HowDo
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Posted: 11th Jan 2009 11:05
PHY MAKE RIGID BODY DYNAMIC MESH , it sort of works but has to be use back to front, PHY Load RIGID BODY DYNAMIC MESH to make one that can then be load with make.

give it a go, however keep a line thats correct rem-ed so that when we ever get a new update that command hopfully will work the right way round like it does with static mesh.

Dark Physics makes any hot drink go cold.
MickeyIII
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Posted: 25th Jan 2009 02:36
Why not take a stretched sphere, then use some vertex data commands to flatten the ends. Then you will have a cylinder that has two caps and so it won't be the typical open ended cylinder from the command

MAKE OBJECT CYLINDER obj, size

and...You can set how many faces there are around the cylinder with the extra two parameters on the command MAKE OBJECT SPHERE obj, size, rows, columns.

Or you could use memblocks to make one from scratch.

I'll post an example code if I can get it working...

Mickey III
HowDo
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Posted: 25th Jan 2009 12:37
try this.



Dark Physics makes any hot drink go cold.
MickeyIII
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Posted: 25th Jan 2009 19:12
Looks like HowDo beat me to it...And made it easier, as I couldn't get the vertexdata commands to work.

And, I have also found out that the PHY MAKE RIGID BODY DYNAMIC MESH doesn't do crud anymore with the update...I tried to use it and the object just sat in mid air with no physics applied...Yet when I changed it to PHY MAKE RIGID BODY DYNAMIC CONVEX, it worked perfectly!

Just thought I'd say that. Don't know if anyone else with the latest update has the same problem, but I do!!!

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