massimilianogoi on 29/4/2009 at 19:54
Don't play with that.
I will update soon with a new better version. I've done some discovery, I would like to put on my youtube channel a nice video, but my health conditions doesn't permit it. I abuse of myself staying all the night on the editor.. I guess I will stop for some time. :(
Nay, I will upload now what I've done till now and I will change the link above. It's about three animations (idle, breath, swim forward). I hope you'll appreciate, and maybe can do better than me.
Tiens on 29/4/2009 at 20:10
Got it.
massimilianogoi, GlasWolf, big thanks!
massimilianogoi on 30/4/2009 at 04:31
Ok, in the free time of tonight I've puntualized what is the problem:
The IHS setted to Havok_Flying is in other words the inverse of the Havok_Walking: it refers to a superior PHYSIC surface of a brush.
I have a simple poll, with some fishes inside:
Inline Image:
http://i41.tinypic.com/a9uur8.jpgSince the water sheet is no physic, the fishes lift to the air, till the ceiling, remaining just a few decimeters under it (this gap is the only difference with the Havok_Walking, I guess):
Inline Image:
http://i43.tinypic.com/rusec6.jpgIf I put a solid transparent volume (Add Special Brush->Transparent Window) in the pool, like below
Inline Image:
http://i43.tinypic.com/300az37.jpgand I set the PlayerStart in the pool, the fishes remains in the pool, and I can see them.
In the water:
Inline Image:
http://i40.tinypic.com/2r5gpyv.jpgBut if I place the PlayerStart on the superior ground, I'm unable to enter in the pool, due to that transparent volume. Now it's my duty to say that I've tried all the kind of volumes, and all the ones who lets me in, lets the fishes go out too, and vice versa, the ones who blocked the fishes inside, prevents me to enter :/. A superior volume of NavMeshSubtracion doesn't work, the fishes floats in the air the same.
Someone knows how to do now?
massimilianogoi on 5/5/2009 at 13:14
There is some original level where the PhysicsVolumes are used? If yes, where in the map?
Tiens on 8/12/2010 at 23:24
Quote Posted by Tiens
In case you have ideas where to use this trick, here are all
changed Properties for any Static Mesh Actor that should fly chaotically:
- Actor:
* bNotMoveablePhysics = False
* bNotMoveableRender = False
- Movement:
* RotationRate:
-> Pitch = 0
-> Roll = 0
-> Yaw = 90
- PhysicsAction:
* SwingAction:
-> MaxForce:
=> X = 600
=> Y = 500
=> Z = 700
A little update:Thanks to
MassimilianoGoi, we could find out that for working properly
this trick needs two conditions:
1) use a STATIC MESH from Static Mesh Browser only. A few actors from Actor Browser will fly too, but not all of them. It happens because of the inherited properties of actors. Static mesh will fly anyway.
2) place the mesh higher in the air. The mesh is not going to fly UP. To tell the truth, it falls down all the time, but walls push it away.