Has someone made an in depth tutorial on how to use physics? I know the basics like rotations and turning physics off and on. I am interested to know how to use springs, sliders,hinges, and elevators efficiently. I have watched the Redlynx one but it didn't go into enough detail.
In all honesty, you really dont need physics for anything UNLESS the rider will make contact with the object while it is moving. For anything else you can just use OPE's, which will also benefit performance. The ingame complex example elevator is a slider joint though, so you can check that out if you want to see how they are done. But if you can use a turning or rotation physics joint, you will be able to figure the rest out really easy.
Ya I stick to OPE's as much as possible. I just want to get out of my comfort zone and try some physics events. Probably no elevators as I hate them in Tracks but other ways to interact with the bike are what I am interested in. If I use a hing to make something fall with physics, if I turn off physics after it moved will it jut lock into place where it fell?Originally Posted by Barrybarfly
I'm not too sure, I'd use an OPE!![]()
Yes, in fact I'd recommend it as it prevents the object bouncing around, especially if the bike is going to hit it.Originally Posted by ConfusedMuscles
I'm having great difficulty getting springs to work right however I've found that if all you need is up/down then either a single-axis slider or just plain loosening the joint with dampening and softening works great. Using the slider set the motor to ON but lower the force so that it slows with the weight of the object. I use this to give my guy flex in his knees while hopping![]()
Just play around with the physics settings and you should learn what everything does. That's the best way to learn it, and I also learned physics by this way.
I haven't dwelled too deep in the realm of physics but my latest track was my first physics track and i've learned 1 thing that is to pay attention to how a physics activated object enters the physics bubble, if you are moving very slow through the track and you approach an object with active physics then there is a pretty high chance that it will fall/get stuck and glitch through non physics active objects (as they act as deco only objects when out of the P.bubble). This happens because the bubble is spheric, so, let's say, 2 boxes placed on top of eachother will enter it at a different time depending on how you get near them (the faster you move, the shorter this time time-difference will be and vice versa). Using a trigger when you know both the physics and non-physics active objects are already inside the physics bubble is the way to go. Hope this helps and hope it was clear enough for anyone to understand.![]()
P.S.: This doesn't affect jointed objects much, but it's always better to trigger the physics to avoid any issue.