Gravity problem

Hi Guys,

I was wondering if is there any way to filter the dynamic object which are affected by gravity?

I have a scene where I’m using gravity, but I need to put there a dynamic object which needs to be moved on a path that you draw (flight control style) and the gravity is messing everything around…

Any idea on how I can achieve this?

Thank you
[import]uid: 89239 topic_id: 21956 reply_id: 321956[/import]

Unless you need collision detection, you can make your object kinematic instead of dynamic and it won’t be affected by gravity. It won’t collide with static objects either. [import]uid: 19626 topic_id: 21956 reply_id: 87292[/import]

Yeah, that’s the problem at the end of the path the object need to register the collision with another player…

[import]uid: 89239 topic_id: 21956 reply_id: 87293[/import]

How are you moving it? Physics or transition? Could a static sensor be an option, perhaps? [import]uid: 52491 topic_id: 21956 reply_id: 87443[/import]

Hi Peach,

Thank you for your reply.

I’m using the Martian Control example to draw the link and make the player (dynamic) to move on the path that I draw.

I don’t think it’s possible to achieve what I need :frowning: [import]uid: 89239 topic_id: 21956 reply_id: 87456[/import]

I’ve been trying various combinations to get this to work and isSensor just makes things not react to physics. So if thing1 hits an isSensor object, a collision happens, but thing1 won’t bounce or have friction and stuff applied.

The only way to make flying objects, or use any type of object that doesn’t “fall down” and to get collisions is to set the gravity to 0. And that won’t work if you have things you want to bump into that fall when touched.

This is why I will practically try and avoid physics at all cost if I just need collision detection.

**SOAPBOX**
Personally I wish that Ansca would fix “kinematic” to behave as the documents say. A kinematic object is like a dynamic object just without being affected by gravity. That means it should generate collisions. That one fix (and let us scale and rotate physics objects) would make this engine soooooooooo much better.
** END SOAPBOX**
[import]uid: 19626 topic_id: 21956 reply_id: 87500[/import]