chriscalef Posted March 18, 2015 Share Posted March 18, 2015 Hey, just thought I'd update this forum too, in case people aren't tracking the other one... nothing too exciting, not game ready yet (for one thing, you can't create a ragdoll anywhere except the origin at the moment :-P ) but at least there is a working dude you can kick around now:(And btw, does this forum support vimeo/youtube/etc videos directly?) In case anyone doesn't have them already from the thread on gg.com, the relevant repos are: github.com/ChrisCalef/Torque3D/tree/physx3_advanced_WIPand for the game directory, github.com/ChrisCalef/physx3_advanced_gameObviously there are joint limits / stability issues, but the biggest problem is whatever I'm doing wrong with the base node transform. When you move it away from the origin the physics bodies get moved twice as far, or something. It should be a fairly simple fix but I have other work coming up now so I gotta put it down. Suggestions welcome (cough cough, Timmy, cough). :-)Anyway, that's where it stands for now. Good luck on all your Torque projects!EDIT: oh yeah, if you should bother to download and play with it, "alt g" is hooked up to give him a vertical impulse, the guy is named $m4 (for michael4) and there is a function called applyImpulseToPart() or aitp() for short, which is used like this:$m4.aitp(2,"0 0 0","0 0 1500");where "2" is the bodypart index (going from 0 at the hip to 4 at the head, and then arms and then legs), "0 0 0" is the origin of the force relative to the bodypart origin, and "0 0 1500" is the force vector. Quote Link to comment Share on other sites More sharing options...
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