A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »how to make a gbxmodel roll around using gravity when hit with force?

Author Topic: how to make a gbxmodel roll around using gravity when hit with force? (5 messages, Page 1 of 1)
Moderators: Dennis

thellt
Joined: Feb 14, 2009

chiperdilly the great 1999-2017


Posted: Jul 14, 2013 08:42 PM    Msg. 1 of 5       
i guess to make it simple for us all to understand, im trying to make a set of bowling pins (arranged) break up into individual pins and roll around. the break up part, that part is easy. but the hard part is making them fly all over the place when hit with say a grenade. or just act like bowling pins would when hit with an object. right now they just keep standing up. i want them to in a sence get knocked over.

im curious because im trying to make them as realistic as possible. it would be nice to make it so that the set breaks up and then rolls around randomly as apposed to an animation.

anyone with understanding of halo ce physics would be useful. thanks.


Stevedoggen
Joined: Jan 14, 2013

#Byf4Lyf


Posted: Jul 14, 2013 11:22 PM    Msg. 2 of 5       
I don't have a huge understanding of physics, but maybe try making the pins vehicles. Vehicles can roll...


thellt
Joined: Feb 14, 2009

chiperdilly the great 1999-2017


Posted: Jul 22, 2013 07:51 PM    Msg. 3 of 5       
how could i make a pin a vehicle? lol


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 22, 2013 09:34 PM    Msg. 4 of 5       
Make your model and collision as normal. place sphere markers, export into physics folder (can be the same JMS file as the collision, since they're the same folder. either do that, or swap between them) If your using bluestreak, I dont believe it keeps the scale, so you'll have to redo the scale in guerilla manually. If you use blitzkreig however, it will keep the physics node scales correctly. Copy-paste another physics into the folder before compiling, so that it overwrites/updates; it tends to have issues if you dont. For animation, you only need a single animation of your choice, just go for an idle animation. grab the main frame, set keyframe button, have 2 or so frames. stand fixed idle.jma

Assembly vehicle tag with those 4 tags (model, collision, animation, physics)


thellt
Joined: Feb 14, 2009

chiperdilly the great 1999-2017


Posted: Aug 12, 2013 05:20 PM    Msg. 5 of 5       
first:i currently have one gbxmodel that seperates into 10 seperate models (singlepin.garbage tags at the current moment) (one for each pin.) second: where should i place sphere markers? third: what do i need to know to do the scale correctly using bluestreak/guerilla. finally: animation wise....how do i do the one animation for all 10 pins or what should i do? lol this will be my very first "vehicle(s)" of sorts.

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 9:09 PM 141 ms.
A Halo Maps Website