由用户创建的信息 WillWelker
12 June 2017 17:11
Okay, I finally know what you mean LOL. The ball retains its spin. Sorry it took me so long to figure out what you want. I tried the apply_torque function but it did not change the behavior.
Maybe the answer is to load a new instance of the ball each time you shoot. That also means you can shoot more balls while the first one is still in the air. Maybe later today I will see if that works.
m_physics.apply_torque(inParams[0], 0, 0, 0);
Maybe the answer is to load a new instance of the ball each time you shoot. That also means you can shoot more balls while the first one is still in the air. Maybe later today I will see if that works.
12 June 2017 06:00
It is probably only a matter of time. You know you can bake your IK animations? But is sounds like you want real time procedural movements. I want that for VR so your virtual arms sort of follow what the hands are doing. I have seen it in some of the games. Pretty advanced stuff for the browser but it will happen eventually.
12 June 2017 03:35
11 June 2017 22:53
11 June 2017 22:22
m_physics.apply_velocity(inParams[0],0,20,0)
So this applies velocity to the ball's Y direction. When you tilt the cannon upward, the ball and its local coordinate system tilt also.
I am getting no glitchy behavior. If I tilt the cannon down, it shoots and the ball bounces. I can reset and tilt upward, then it shoots up, then falls and bounces. Give it wings and you have Angry Birds
11 June 2017 19:20
Hi berdon,
This might help:
get_bone_tsr(armobj, bone_name, dest)
Or,
get_bone_tsr_rel(armobj, bone_name, dest)
You also have the set_bone functions on this page.
This might help:
get_bone_tsr(armobj, bone_name, dest)
Or,
get_bone_tsr_rel(armobj, bone_name, dest)
You also have the set_bone functions on this page.
11 June 2017 15:23