Toggle Physics Rotation

New releases and general discussions.

Post » Thu Mar 12, 2009 4:31 pm

The ability to toggle an objects ability to rotate through the physics engine.
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Post » Thu Mar 12, 2009 4:44 pm

[size=85:2q4zcizy]Nevermind, I am blonde.[/size:2q4zcizy]
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Post » Thu Mar 12, 2009 4:51 pm

Check the "No rotation" box in the physics properties. Unless you're saying at runtime, which would be a nice feature to see implemented.
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Post » Thu Mar 12, 2009 4:54 pm

I meant at run time. Changing the angle or angle velocity each tick doesn't work well enough.
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Post » Mon Mar 16, 2009 6:47 am

Yes I acctually came across a need for this the other day... would be nice to see a runtime toggle become available. :)

~Sol
Tired of crappy file hosts that are crappy? Get DROPBOX - https://db.tt/uwjysXJF
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Post » Wed Mar 18, 2009 2:13 am

I just found that I am desperately in need of this.
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Post » Sun Mar 29, 2009 11:57 pm

there is a workaround for this:

first clone the object
disable rotations in the clone
when it's time to toggle rotation, you spawn the nonrotatable object
disable collisions between them, and destroy the original

this cap demonstrates this. of course, don't draw an arrow on your clone or it'll be obvious what you're doing :)
[u:269ocjjz]tada![/u:269ocjjz]
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Post » Wed May 13, 2009 11:38 pm

Any chance of this being added in .99 or 1.0?
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Post » Thu May 14, 2009 7:38 am

It's in the next build thanks to Rich :)

~Sol
Tired of crappy file hosts that are crappy? Get DROPBOX - https://db.tt/uwjysXJF
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Post » Thu May 14, 2009 6:57 pm

[quote="SoldjahBoy":rept8eib]It's in the next build thanks to Rich :)

~Sol[/quote:rept8eib]

You just made my day. :D
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