1. #1

    Connecting Objects to Player Model.

    Can anyone explain how to connect objects to the player. (example bomb on back etc.) And how to make player model perform like in the tennis mini game. Thanks.
    Share this post

  2. #2
    mutetus's Avatar Trials Developer
    Join Date
    Dec 2013
    Location
    The land of fin.
    Posts
    859
    It's just about connecting dummy objects to different parts of the rider with point to point physics joints and animating the dummy objects with object position event, keeping the relative distance in the dummy objects correct to avoid the rider model distortion. This is pretty advanced stuff so it would take the whole day for me to write all about it, I would recommend starting just with attaching a dummy to the rider's head and seeing how it works. Then there's the matter of detaching the rider from the bike correctly with player event and moving the rider carefully so that he doesn't get tangled 100% of the time.

    Attaching a bomb or something else to the rider can be simply done by putting the object to the place where you want it to be attached on the rider and setting a physics joint between the rider and the object. And enabling physics to the object. There are total of 15 points in the rider that can be targeted with physics joints, though it seems the rider's hands and feet are not working at the moment, but we're looking for a fix for it.
    Share this post

  3. #3
    Ok. I can figure out with some trial and error. but what is the best joint to use? Point to point?
    Share this post

  4. #4
    Point to Point will effectively 'cement' the rider to the object, however the rotational or ball joint would allow you to dangle things off of him, or vice-versa. Check out my Just Dance track on Evo, where I use a slider joint to hold him upright, and rotation joints to move his legs. Also my 'Walking & Jumping' tracks on Evo.

    ** Another thing to note. Often while testing with BACK, you won't be able to target some of his body parts, or those on the bike. Simply start a TEST run and once the timer says GO!, stop and return to the editor. This will reset his physics so you can grab his hands or feet again.

    Apart from each limb, there are 2 points on his back (upper and lower), and the angles that his limbs start in while on the bike are the 0 points in the Joint's Angular Rotation > Upper and Lower sliders.

    Detach the rider using Player Event > Unconscious else he'll scrunch up with the triggers, flail on his own and scream incessantly.
    Share this post

  5. #5
    Originally Posted by JolanXBL Go to original post
    Point to Point will effectively 'cement' the rider to the object, however the rotational or ball joint would allow you to dangle things off of him, or vice-versa. Check out my Just Dance track on Evo, where I use a slider joint to hold him upright, and rotation joints to move his legs. Also my 'Walking & Jumping' tracks on Evo.

    ** Another thing to note. Often while testing with BACK, you won't be able to target some of his body parts, or those on the bike. Simply start a TEST run and once the timer says GO!, stop and return to the editor. This will reset his physics so you can grab his hands or feet again.

    Apart from each limb, there are 2 points on his back (upper and lower), and the angles that his limbs start in while on the bike are the 0 points in the Joint's Angular Rotation > Upper and Lower sliders.

    Detach the rider using Player Event > Unconscious else he'll scrunch up with the triggers, flail on his own and scream incessantly.
    I think this will help me figure it out. Wish i could see the evo tracks you mentioned but i never got to play that one as i didnt have xbox anymore.( switched to ps3 after multiple Red Ring of Deaths). Thanks for the info.
    Share this post

  6. #6
    Can anyone help? Having problem with something im building. Trying to get character model to stay in designated position just standing still but having problems where it doesnt stay in place. Included video so you can see what the problem im having is. Thanks.
    Share this post

  7. #7
    Is it an attempt for a kind of skateboard track? Sorry i can't help but im curious! Maybe if you try to attach more dummy objects to more parts of the character that will freeze him a bit more.
    Share this post

  8. #8
    IImayneII's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,060
    Turn on disable collision in the physics joint properties
    Share this post

  9. #9
    Originally Posted by bassline001 Go to original post
    Turn on disable collision in the physics joint properties
    I have tried this, doesnt seem to help any. Any other settings in the joint that could be causing the problem. (spring settings, etc.)
    Share this post

  10. #10
    mutetus's Avatar Trials Developer
    Join Date
    Dec 2013
    Location
    The land of fin.
    Posts
    859
    Try increasing the mass of dummy objects. Also you're not setting the modified rotation for the dummy objects, now it's trying to twist the limbs to the original angles even if the board turns, while the game turns the joints the other way to keep the rider model intact.
    Share this post