as you dropped into discord - i continued this chat in there
Posts by Triadian
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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This may not apply because I've not learned Firefly, but do your FBX files have normal maps, and if so, are the normal maps inverted? (I'm not sure Firefly even supports normal maps.)
I've ran into this in my 3d models outside of Fusion and flipped normals were my culprit.
FF can use normals
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what does +z forward look like ?
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you could of just moved its position ( in properties) so it didnt clip
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why are you doing it manually ?
just set parent on the gun to the camera -
FF is still being deveoloped, that video did explain that section may or may not be in the next update, as of today its not in but it may change it may not,
as to when will the update be out, i am unsure we are still a few weeks/months to go....so i wouldnt call it soon. -
store the collision hit fixedvals.,compare it to a qualifier during a on each loop
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look at the properties of the engine object
goto the about/information tab
scroll down till you find OPEN TUTORIAL
click that and it will open a new window with the chocobreak 3d tutorial
and a half finsihed FPS tutorial
that fps tutorial has a walking jumping player controller in it -
you would make the pendulum in a 3d program blender etc, the action point would be the model origin, you can then rotate it about the action point using FF
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if they have been setup correctly - sure
How Do Collisions work ?
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what was the cpu % ?
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in your project settings goto properties - runtime options - ensure its on 60 or more, goto firefly engine settings - check cpu sharing % ensure its at 100
if both of those are true then you can flick the machine independant speed option back in runtime options for that extra speed boost -
I am trying to make custom movement with gravity etc. but i don't know how do these collisions work. When i use "Object: Has collided with a node" it doesn't do anything that i tell it to do.
as per the FAQ @ Please login to see this link.
QuoteHow Do Collisions work ?
Collisions work like this: When node A (that Uses Collisions) might collide with node B (that Uses Collisions, it compares node A’s Collision Radius and Translation against node B’s mesh. If they collide, it is that node A has collided with node B, not the other way around. If node A’s collision Radius is equal to 0, then it cannot collide with node B. For node B to collide with A, it has to compare B’s Radius and Translation against A’s mesh.
In short if you are checking something hit something else the first thing needs a radius the second thing doesnt but does need collision turned on.
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with more stuff on his Patreon - Please login to see this link.
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best to see if bitmap impact is in discord, no idea if he monitors forum
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the martha engine came with a jump - why did you take it out?
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you are checking the first primitive
you should be checking the group if you want any one of them.
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That's unnecessarily complex and not fitting for all situations. Firefly needs mesh to mesh collision like all the other 3d engines.
A Mesh Collider (Node A) will have to figure out the collisions for every single face of the whole mesh, Therefore It would take Longer (A significant difference most of the time) and would consume more Hardware Resources which would also slow down the performance. pretty sure most people are against that.
also most other engines dont use mesh to mesh collision. its mostly convex to convex collisions for the exact same reason
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Is it? I seem to have read somewhere that it only has distance (sphere) collisions and look at 3d primitive/3d mesh nodes seem to confirm that as it talks about radii and other sphere-related stuff in the collision section of the properties panel.
extracted from Please login to see this link.
QuoteHow Do Collisions work ?
Collisions work like this: When node A (that Uses Collisions) might collide with node B (that Uses Collisions, it compares node A’s Collision Radius and Translation against node B’s mesh. If they collide, it is that node A has collided with node B, not the other way around. If node A’s collision Radius is equal to 0, then it cannot collide with node B. For node B to collide with A, it has to compare B’s Radius and Translation against A’s mesh.In short if you are checking something hit something else the first thing needs a radius the second thing doesnt but does need collision turned on.
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1. More collision types (not just sphere collisions but also box collisions, capsule collisions and mesh collisions)
mesh collision is already in - as is hidden objects - thus any shape/mesh can be collided with
4. Ability to create meshes at runtime by providing vertices and face data, this would make possible to create procedural models, which could be useful e.g. to make a better level editor.
vertex and face data is already in