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ok so.... your video goes against my testing.... so somewhere in you code you must be manually moving the FF engine
from your video you dont want FF to follow the frame as that would move the frame more than it is moving, you actually want the frame to NOT move
in your code click on the engine icon at the top and isolate any action involving the engine and see where its getting moved, better yet send me your mfa in DM and i'll investigate it for you
i'm kinda confused, i downloaded the tile engine - dropped my engine and cam on and got the result i was expecting.....
what result exactly are you expecting ? im thinking you think the engine is a tile object and SHOULD move with the world ?? if so im not sure you understand what FF is..
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 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.
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
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.
Quote
How 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.