So kind of related to my last post, same track I'm working on, same moving an object with a POE from X to Y idea. So anyways, an idea just hit me, instead of making complex POE chains (didn't do this yet, but would pull off a nice effect), can I take an object that is in the process of being moved by a POE event and turn on it's physics while it's being moved, followed by ending the POE and have it maintain the velocity it had from it's POE?
I'm assuming I can't use a POE for something like this since the POE isn't really generating directional force, but rather simply changing the objects position data.
Funnily enough this was exactly what I was going to ask about as I'm confused as hell.
I created a simple object in the air, with physics enabled. Run the game and it drops as expected.
However, if I connect a position object event (driven by an interval trigger) the behaviour isn't what I'd expect. e.g.....
1. With the interval or POE disabled, it still drops to the floor
2. With the interval set to 1 frame and the POE enabled - even if I uncheck both "modify position" and "modify rotation" - the object now doesn't fall.
3. As for (2) but with an interval set to 5 frames, the object will now slowly drop to the floor
I don't understand why the POE which is set to not modify position or rotation would be affecting how it moves under physics.
What I was hoping to do (like you) is have a an object fall under physics, but be able to override its rotation using a POE so that it wouldn't topple over on landing. However I can't do this at all because the POE appears to affect it's position as well, even if told not to.
Any help greatly appreciated!
with your examples 2monkey and as far as im aware
1, no coordinates to move from or to are active (OPE disabled) so physics wins (in this case gravity)
2, by unchecking modify position your essentially telling the OPE keep this thing exactly where it is (hence no movement)
3, on the 5th "frame" the OPE is saying keep this exactly where it is but for the other frames wher it isnt enabled gravity is effecting the object so a jerky/slow fall
Think of physics enabled more as, it is a physical entity and can be effected by outside forces (while the object is within the physics bubble)
and the object position event is a definite sequence of, this object moves from these coordinates to these coordinates (or doesnt move which is piontless but available)
in general (there are exceptions)
Use physics on things that require basic movement within physics bubble (hinges, directional forces etc)
use OPE for stuff that is outside of it or moves in a complex manner (cars/trains moving in background etc)
You could try a sliding hinge and just activate physics when needed to make it fall to a lower limit (touching ground)Originally Posted by 2monkey
So with that added understanding. Would an object with physics enabled that is being moved by a POE continue to move if the POE is suddenly disabled? Basically imagine throwing a baseball straight and very fast. The POE is being instructed to move this object from 0ft to 100ft, 1ft every 0.016s. If the POE is disabled at 80ft would it keep going straight and down, or just stop and drop straight down?
no because it isnt actually moving as it would with physics, its is moving in albeit very fast stop animation, it would just drop to the floor i think
That's what I figured would happen. I guess for cases like this I could just change it from a POE event to enabling a directional force on the object that would throw the object with physics. This will likely be hard to aim as precisely as I'd like though.
Another other ideas?
nothing much different from what youve said really, what exactly is the effect your going for ?
Thanks oXCuBXo, that sounds exactly like what is happening - just didn't match my expectations of the POE. I was thinking of the "Modify Position" check being the equivalent of a more localised "enabled" - i.e. when unchecked it simply would have no affect on position, which isn't the case.Originally Posted by oXCuBXo
The kind of thing I'm trying to do would be like having one of the saw blades spinning, but then be able to release it under physics with it continuing to spin.
Basically directionally falling debris. I think what I'm going to try is to continue using the POE event, until it reaches a specific location (this will keep the path very precise), then when it reaches that location have it disable the POE and enable a directional force in the direction I'd like the object to start moving with physics.