if I disable it from moving or rotating the object so that it should do nothing, or if I only want to alter the rotation of the object and let the physics handle the position, the object won't move. It should move so please fix this to at least the Fusion.
LOL it moves in slowmo if I put the interval to slower than 1![]()
i don't completly understand what you were trying to say but you can do everything you want with it really.
you might need some physics joints or so if you want your stuff to be physics and ope
although combining those 2 is generaly a bad idea because of the completly different way they function
people sometimes misunderstand ope, ope doesn't make stuff move it teleports stuff and when you let the interval trigger work fast enough it will look like something is moving, adding physics to this is a bad idea in general because an ope fakes movement but doesn't give an object momentum or so
I fully understand how about 97% of everything works in the editor, and I was trying to make the sphere used in FPS stuff to move with physic forces, and rotate it with the OPE to face the same direction as the camera. This is impossible to do, because even though the OPE's settings have the Position stuff disabled, it will still not let the object move freely which would be logical. It will just change its rotation and stay still.Originally Posted by sparkierjonesz
you can ope you character to the sphere's position and apply your rotation that way or you could probaly add a physics joint and let the ball do its thing and have a character on top that can only rotate and do it that way
not sure of the physics stuff because i mainly did all my advanced movement stuff with just opes
but like i said in general its always better to do stricly ope or physics instead of trying to mix them
Ya, OPE disables all physics. You can glue the forces to the camera though, and have them turn with it.
Gluing the area effectors to the camera group might be the easiest solution, but I already got the physics and OPE working together but not on the same objects ofcourse. I move the sphere with physics and everything else with OPE's. The sphere just glides and never rotates.
not completely true, you can OPE both pivots (anchors) of a rotating physics joint to any location and still have the physics rotate it, just make sure both anchors are move together and at the same distances apart (so local move)Originally Posted by Jolan
not sure if you can do same with OPE rotation and physics move however.