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Thread: Any way to implement movable Joint physics?

  1. #1
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Any way to implement movable Joint physics?

    I would like to resolve a simle task - my character is carying a lantern and I would like the lantern to swing and move as he goes or jumps. I was thinking about the Joint extension but then I realize it is set in the frame editor. Any way how to use physics for such a thing?

  2. #2
    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleXNA Export Module
    ProdigyX's Avatar
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    Physics joints can be created and destroyed during runtime.

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    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Really? Thanks, I did not notice that and cannot access mmf now. So it is possible to set a joint on an object action point (for example) so as the object moves, its joint and jointed object moves as well?

  4. #4
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Francois's Avatar
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    Actually, once you create a joint between two objects, the two objects are linked together, event if one of them moves.
    The Joint object only initialize the joint. You do not and MUST not create new joint objects at every loop. Moving the Joint object will not do anything.
    Think of a Joint (or the Joint object) as a drop of glue between two objects : the objects will stay together once the glue has been put.

  5. #5
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Thanks Francois, I actually missed the Joints section of the Physics object. It is incredibly cool!

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