Walking on Walls?
by Thomas Fluff Harris · in Torque 3D Professional · 12/21/2014 (11:05 pm) · 5 replies
Anybody ever worked on a way to get a character model to walk on other surfaces such as walls, ceilings, while a button is pressed?
something that effects the gravity of the player controlled model towards the closest surface would be sufficient and then when the key is released the player would then fall to the levels gravity direction..?
something that effects the gravity of the player controlled model towards the closest surface would be sufficient and then when the key is released the player would then fall to the levels gravity direction..?
About the author
3 Years developing under Torque 3D and soon going to release a number of products over steam. Sure there has been problems but what development doesn't.
#2
12/23/2014 (12:01 am)
No no what u suggest is perfect, i was trying to figure out how to control the normal of the character to push towards the normal of the closest surface, trying to make a predator type character that can easily transition from walking on a ground to leaping to the ceiling and walking along it to stalk its prey in a manner that is kinda creepy, it should be easy enough to implement this and key bind it, i want the player to be crouched when such a thing takes effect so its not like they are just walking on the ceiling but holding on if u get what i mean..
#3
12/23/2014 (1:50 am)
Yeah, that's basically what I had going on. Have a look at how findContact is used in the Player class, and you should be able to get some normal information to orient towards. Quaternion has a lerp method as far as I remember, which should be helpful. I'd dig through and see if I could find my old code, but I don't have access to it for the next two weeks :P.
#4
12/23/2014 (1:56 am)
hey no worries man ill dig through and see what i can come up with, if i find something that works i will share it, i have quite a few resources might be useful for your idea for torque 3d toys type thing showcases etc etc, this would be pretty cool for a predatory ai, although i will only be using it in a multiplayer no ai coding will be added =/
#5
You can create an input space where z is the players's normal. Transform all the input and forces to that space and you're there.
12/29/2014 (6:15 am)
In T3D the z direction is affected by physics, xy is affected by the input.You can create an input space where z is the players's normal. Transform all the input and forces to that space and you're there.
Torque Owner Daniel Buckmaster
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