Dad72 Posted July 1, 2014 Share Posted July 1, 2014 Hi, I would like that when my character encounters a wall, it can not cross. I therefore attach a box on my character (with box.parent = character). But the cube falls by gravity, even with a plan impostor. If I remove the 'parent', the box does not cross over. I would like to attach a box to my character which is controlled by the keyboard for move and to manage the collision with the walls. Why it does not work with \"parent\"? Thank you Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 1, 2014 Share Posted July 1, 2014 Hum this is not supported right now but I would like to see it live to check if we can add support for it or not:) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 1, 2014 Author Share Posted July 1, 2014 It would be although this is add, this well simplify things, because I can't not to do otherwise. I'm tearing my hair that are no longer very many on the heads. You want that I face a demo scene? This is what you tell me? Thank you DK Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 2, 2014 Share Posted July 2, 2014 Yes plz Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 2, 2014 Author Share Posted July 2, 2014 Ok. I made you a scene with a moveable character (Key: ZQSD) and a wall.Field, the wall and the character have a collision. but the character crosses the wall. Collision demo And Zip:Zip sources Thanks Deltakosh Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 4, 2014 Author Share Posted July 4, 2014 Have watch you this Deltakosh? is it possible to support parent? Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 5, 2014 Share Posted July 5, 2014 Not yet. I'm a bit overwhelmed right now Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 5, 2014 Share Posted July 5, 2014 I checked quickly but if you do not want your box to fall, you have to set the mass to 0 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 5, 2014 Author Share Posted July 5, 2014 The issue is not deltakosh. It is the collision with the wall. the parent is not supported as you said. You have me ask a demo to verify that you can add support or not. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 5, 2014 Share Posted July 5, 2014 Yes I tried to check if there is another way to do what you want. In your case can you set the dude as child of the box ? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 5, 2014 Author Share Posted July 5, 2014 Thus move the box rather than the character? This solution is not correct, because I control a character and not an inspector. why the inverse solution couldn't it be made, it would be more consistent. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 5, 2014 Author Share Posted July 5, 2014 No. I use Cannon.js I would like to attach a box \"importer\" on the character. and when I move the character, the box should detect collision with the wall, but parent and physics is not supported in Babylon. see demo : collision Key ZQSD move character Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 5, 2014 Share Posted July 5, 2014 Ok so we have to wait for specific impreovement made for amno Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 5, 2014 Author Share Posted July 5, 2014 So parent will be not supported. I can't find this specific use. must attach the impostors for the modeled in motion, I do not see there is specific. <fr>Je ne pense pas que cela soit un usage spécifique que de vouloir d'attacher un importeur sur un modeles en mouvement, comme le cas des personnages, animaux... Unity fait comme ça par exemple, on attache un rigidbody sur le maillage (après la méthode d'attache est peut être faites autrement), bref, c'est utiliser par des millions de personne, donc ce n'est pas si spécifique comme utilisation.Quelle est l'autre solution aussi simple pour que l'imposteur suive le personnage et détecte les collisions (j'avais idée d'attacher au os l’imposteur sinon, cela pourrais marcher, vous pensez ?) ? La vous me dites que le faite de vouloir faire de la physique sur un personnage en mouvement est spécifique ? Personne ne veux créer de jeux genre RPG ?</fr> Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 5, 2014 Author Share Posted July 5, 2014 totally agree. that is why I request that this be support in Babylon. Deltakosh, you speak in another topic that you agreed to make more robust physics. I think support that it would partly more robust. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 5, 2014 Share Posted July 5, 2014 yes but not now. I understand your point. This is valid I've just said that this could be covered by updates made for amno.js Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 5, 2014 Share Posted July 5, 2014 And btw, if I made babylon.js open source it was to allow everyone to contribute. So please help! Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 5, 2014 Author Share Posted July 5, 2014 I do not have the capacity to help, I'm not an expert in engine programming. If I could help I would with pleasure, but I feel not able on points also complicate. I'm babylon users first and foremost and not an engine developer who is not yet of my level. J'aimerais aider, croyez moi, mais j'en ai pas les capacité Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 5, 2014 Share Posted July 5, 2014 They are various ways to help. You could ask on cannon.js forum to know how this can be a achieved for instance Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 5, 2014 Author Share Posted July 5, 2014 Cannon.js is dead, They have no forum. I have no answer. Is this your way of telling me kindly go elsewhere to help. It is pleasant. I'm sorry of you have pissed off with my questions. This issue is resolved. and the physic also. It seems to me having trying to help with the export 3ds max by actively testing. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 5, 2014 Share Posted July 5, 2014 I was not aware of that for Cannon.js Here is the deal: create a small repro on the playground and I will try to find time to find a solution (But I cannot promise this will work) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 5, 2014 Author Share Posted July 5, 2014 Ok. but I ask only if \"parent\" could be supported for physics. If it was possible or not. Zip sources But thanks for kindly looked. I hope that solutions exist. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 5, 2014 Share Posted July 5, 2014 Could you just to create using the playground? This will help me a lot Quote Link to comment Share on other sites More sharing options...
Dad72 Posted July 5, 2014 Author Share Posted July 5, 2014 Comment je fait pour les url distante ? je n'ai pas compris. ImportMeshCreateGroundFromHeightMapBABYLON.Texture http ne semble pas fonctionner. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 5, 2014 Share Posted July 5, 2014 tu n'es pas obliger d'utiliser ton perso pour le test une sphere suffit. Idem pour le sol Il me faut juste un truc avec des formes de bases Quote Link to comment Share on other sites More sharing options...
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