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Jointed Physics shapes in World Editor movement

by Ronald J Nelson · in Torque 3D Professional · 12/28/2012 (10:06 am) · 4 replies

I haven't dug too much into this yet, but will need to eventually. I figured I would throw it out there for suggestions. I have two physics shapes held together by a joint. The joint and second physics shape are created at the time the main physics shape is.

First question would be why would the second shape and joint not create until after the editor is closed?

Second question is why would the second shape not move with the main shape when it is moved in the editor?

Any suggestions how to resolve these would be appreciated. If I figure it out first, I will post how I did it.

#1
12/28/2012 (12:35 pm)
I know what you mean, and I never cared to sort the issue since if you close the ed., re-open the ed. and refresh the physics(maybe not in that order), then they should work in game properly.

Is this somehting you find as annoying or something that is stopping your progression to a final product ?
#2
12/28/2012 (3:23 pm)
It will stop progression to a final product, especially the issue with the joined shape following along as it is a vehicle with rigid body wheels I'm talking about. Not having the wheels follow is bad because once the editor is closed, they launch towards each other to rejoin.

It is kind of a serious problem.

The other issue is more of an annoyance.
#3
01/02/2013 (1:53 pm)
@Ronald:
Did you make sure to select Start Simulation from the Physics menu? Normally all physics are paused while in the World Editor.

- Dave
#4
01/03/2013 (1:55 am)
Thanks Dave! Now that I know what is happening, I can work around it.

-Ron