[BEHAVIOR] Chipmunk Physics

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Post » Tue Feb 21, 2017 1:11 am

@Mayfly
You probably shouldn't set the position or angle of objects connected by joints. Disable the action that sets the angle and the objects pivot correctly. Try a gear joint with a ratio of 2 between crankRear and fw.
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Post » Tue Feb 21, 2017 7:19 pm

Thanks @R0J0hound that works in principle. My issue is once I connect up the rest of the rider it stops the front wheel turning for some reason. I'll have a search for some guides on Chipmunk as even if I fix the pedals so they do not spin my rider does a crazy 'dance' wobble at the moment. Seems to act quite different to how it did setup under C2 physics.
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Post » Sun Feb 26, 2017 8:57 pm

Can anyone help with limits to set up a nice joint in these physics to complete a rider skeleton? If I fix the feet I cannot seem to find the right limits on min and max to get a natural feel.

I also have a problem trying to set up the cranks. If I set up a gear ratio for the cranks to the rear wheel the rider resists the turning and locks up the rear wheel

https://www.youtube.com/watch?v=2bBV30AfWM8
https://www.youtube.com/watch?v=PJSK_9292d0
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Post » Tue Feb 28, 2017 12:50 am

It's hard to give improvements with just videos. Here's a possible model:
Image
Joints at all the normal spots, and some range of motion limits. The springs are used to encourage extended legs and flexed arms. That encourages a more bent over posture which keeps the joints in the middle of their ranges of motion.

Here is a possible implementation:
https://dl.dropboxusercontent.com/u/542 ... dness.capx
The feet angle could probably be done manually instead of being physics based.

It may not be usable other than maybe giving some ideas. I does need a lot more tweaking.
Last edited by R0J0hound on Fri Mar 03, 2017 8:49 pm, edited 1 time in total.
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Post » Fri Mar 03, 2017 12:51 am

MiniHulk wrote:Is anyone else having problems with the built-in save/load system, the physics seem to lag behind a fair bit.
https://www.dropbox.com/s/gsuj4ni4vnjvfj6/chipmunk%20problems.capx?dl=0


Hi sir, is ur issue of save/load causing pause in objects is resolved with chipmunk physics ?
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Post » Fri Mar 03, 2017 8:06 pm

@R0J0hound

Thanks for the ideas. I found a nice video about a MTB game written in Box2D which explained something similar to what you had. I guess I was too ambitious to try it with skeleton only joints / limits. Is the link to the correct CAPX? It is for a ball physics example.

Cheers
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Post » Fri Mar 03, 2017 8:50 pm

@Mayfly
Opps, wrong file. I fixed the link.
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Post » Sat Mar 04, 2017 11:33 am

Hi guys, there was below issue reported by MiniHulk.

Is anyone else having problems with the built-in save/load system, the physics seem to lag behind a fair bit.
https://www.dropbox.com/s/gsuj4ni4vnjvf ... .capx?dl=0

is there any way to fix the pause/lag issue ?
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Post » Sat Mar 04, 2017 4:47 pm

@vikcash2k2jsr
I didn't implement save/load at all for this plugin so that's where the issue comes from. I don't have any plans to support that feature.
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Post » Thu Mar 16, 2017 12:26 pm

hi all, anyone can please share a new link for this behavior, because all the dropbox links are dead. Thanks in advance
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