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Dark Physics & Dark A.I. & Dark Dynamix / [DarkPhysics] Setting a character controller mass

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monotonic
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Location: Nottinghamshire, England
Posted: 6th Aug 2006 23:07
Does anybody know how to do this????

I know the voices aren't real, but they have good ideas!
HowDo
21
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Joined: 28th Nov 2002
Location: United Kingdom
Posted: 6th Aug 2006 23:28
PHY UPDATE RIGID BODY MASS

Have a look at the docs on the above

I'm not getting you down am I, Ho Look! another fancy Door?
monotonic
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Posted: 6th Aug 2006 23:33
A character controller is not 'officially' a rigid body so this fails!

I know the voices aren't real, but they have good ideas!
Fallout
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Location: Basingstoke, England
Posted: 7th Aug 2006 00:55
I'm not sure if character controllers have mass at the moment, and I dont think it makes any difference anyway with the way they exert forces etc. This'll probably be more important when the character controller is updated. At the moment I'm not sure if changing the mass would change how the character controller interacts with the world.

Xarshi
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Posted: 7th Aug 2006 02:13
Yeah,fallout is right. If you wanted to apply forces to hit objects,then you could set a mass variable for it and apply a force according to that(or no force if the object has more wait than you)

Woohoo. DP is finally released!
monotonic
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Posted: 7th Aug 2006 02:17 Edited at: 7th Aug 2006 04:41
It wasn't for pushing objects it was for gravitational pull on the player because I'm using 64 units = 1m scale so the player moves down very slowly

I know the voices aren't real, but they have good ideas!
Xarshi
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Posted: 7th Aug 2006 05:51 Edited at: 7th Aug 2006 05:51
The character tends to move down very slowly all the time if not moving. Thats why when I use character controllers,I move it like phy move character controller id,0.0000000001 . But thats if I even got the command right there I haven't been working with character controllers much anymore cuz theres gonna be an update(maybe soon?)

Woohoo. DP is finally released!
monotonic
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Posted: 7th Aug 2006 12:33
Quote: " haven't been working with character controllers much anymore cuz theres gonna be an update(maybe soon?)"


Yeah, I was thinking yesterday about using a kinematic object directly because that's all a character controller is behind the scenes but like you say there will be an update soon with a bit more functionality for this kind of stuff so I think I'm gonna wait too.

I know the voices aren't real, but they have good ideas!
Fallout
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Posted: 7th Aug 2006 12:41 Edited at: 7th Aug 2006 12:41
The thing is, Character controllers push each other around (or at least stop each other from moving about). I think Kinematic objects would probably move through each other. I've gone and implemented character controllers in quite a big way at the moment, so hopefully they wont change too drastically, otherwise I could be undoing a lot of work.

Edit: Monotonic - Is that Eddie, the Maiden mascott by any chance?

monotonic
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Posted: 7th Aug 2006 12:46
Oh right so I guess there's a bit more to character controllers than a wrapper for the kinematic object.

Quote: "Monotonic - Is that Eddie, the Maiden mascott by any chance?"


The one and only

I know the voices aren't real, but they have good ideas!
Mike Johnson
TGC Developer
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 7th Aug 2006 12:55
I'm not going to change the default behaviour of character controllers but instead expose more options. Doing this will allow for extra control and fine tuning.

As far as pushing objects with the character controller - this can be implemented manually right now ( if there is time I will look at writing a simple example ) or if you prefer wait till the AGEIA PhysX SDK is updated and then Dark Physics can be changed.
monotonic
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Location: Nottinghamshire, England
Posted: 7th Aug 2006 13:02
That sounds good like I say the only real problem I'm having at the minute is the gravitational effect on the char' controller as for the pushing of objects I'm using Fallout's suggestion of applying forces to objects when a char' hits 'em.

I know the voices aren't real, but they have good ideas!
Mike Johnson
TGC Developer
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Posted: 7th Aug 2006 13:06
The gravitational effect will be controllable very soon. I'm nearly onto it.
monotonic
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Posted: 7th Aug 2006 13:22
Cheers Mike.

I know the voices aren't real, but they have good ideas!

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