Anim8or Community
General Category => General Anim8or Forum => Topic started by: akulamartin on March 10, 2015, 05:02:11 am
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How would you go about making a floor such that an object doesn't pass through this also applies to a wall
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Anim8or Does not have Collision Detection so you would have to Keyframe your object(s), so that they do NOT pass through the ,ground, floor, walls etc.
I aasume you Know how to Make a ground and replace the default grid?
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I always make a large recatangular object and put it over the grid or turn the grid off.
It there another way?
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I always make a large recatangular object...
Alec ---
Re-read the original post. Yes, you're right, you can simply make a large rectangular object. But that doesn't address "doesn't pass through..." part of the question, as kreator's comment did.
On the other hand, I did mention Bullet Dynamics to Steve, which would provide a suitable solution. Maybe he can work that into Anim8or in some future build.
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mmm no I think that simple collusion detection would be a better solution before bullet dynamics :)
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I suppose that would depend on your definition of "simple," since that's precisely one of the things for which Bullet was developed. See here: http://en.wikipedia.org/wiki/Bullet_%28software%29
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I would much rather see Bullet integrated rather than a custom physics engine. And making "just" simple collision detection is pointless, by itself it's just a gimmick with no real utility that can be had outside of an oh-that-was-cool-for-five-minutes experience.
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Yeah, I have to agree with Rudy and Raxx. Collision detection is only of any benefit in concert with physics, with only keyframing and scripts to move things about collision detection serves little purpose. If it's just to help position things you can mathematically define the position of anything with a high degree of accuracy.
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Oh man, I agree with that. I think just adding a library of already developed stuff that works great immediately and is functional right away is certainly more useful for us users than awaiting each small update of simple physics
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All that being said, I've already wasted a lot of time trying to get rudimentary physics working via ASL. Unfortunately, it's completely impossible until there's some sort of data persistence implemented, as there's no way to keep, say, a record of velocity and acceleration vectors for an object from one frame to the next without Anim8or griping about circular dependencies.
So I'll probably just wait until Steve implements scene.SetAttribute functionality, or he implements physics himself...