Hello, I would like my monster to have a body and a head physics separate bodies. I been looking into all the physics joints guides trying stuff like:
physics.addBody( game.mboss\_1, "static",{ density=0, friction=0, bounce=0, filter = { categoryBits = 1, maskBits = 1 }, shape = game.waterBossShape} ) physics.addBody( game.mbossHead\_1, "dynamic",{ density=0, friction=0, bounce=0, filter = { categoryBits = 1, maskBits = 1 }, shape = game.waterBossHeadShape} )
and after doing a joint:
local weldJoint = physics.newJoint( “weld”, game.mboss_1, game.mbossHead_1, 0, 0 )
When I move the boss, the joint never drags the other physics body. I want to do a transistion on the body image and the head will follow with it, but every time I try the joints it just shows the joint line getting bigger and not bringing the physics body.
So I been using PhysicsEditor and that helped me get the 2 seperate physics bodies and when I move the body they both move and that works perfectly, except I can’t seem to figure out how to identify only the “head” collision for one of them and a “body” for the other. Yes I have also looked at the Physics Editor guides, and tried to figure it out.
PhysicsEditor part instead:
physics.addBody( game.mboss_1, “static”, physicsData:get(“turtle”) ) --gives 2 seperate physics bodies, but I can’t figure out how to identify them being seperate or their own unique identity in the code.
It doesn’t matter to me which method to use joints, or Physics Editor I just want one of them to work Thanks for your time, any tips are greatly appreciated.