I honestly don't think there is a way to do this, but I am curious. Is there anyway within the collision physics to allow one specific axis to be animated while the other 2 are not animated and dynamic? What I mean is, say I wanted to animate an object to move on a specific path on the X-Axis, but I still want the Y and the Z axis to change according to the physics simulations. Any ideas?
123281
In the game engine there is an option to constrain rigid body translations and rotations on an axis:  Is it possible to do this with the 3D view rigid body physics system?
87246
I'm using this code in my script to move a gameobject:  void Update () {      // Move the object forward along its z axis 1 unit/second.     transform.position = new Vector2(transform.position.x , transform.position.y - 0.2f);  }   On screen the movement is a bit jaggy and not fluent.  Is there a different approach?  Hint: Please do not suggestion to use rigidbody functions since adding rigidbody would disrupt everything I did.  Can I use FxedUpdate?  Mirza
77343
Im making a animation in blender that requires the camera to change speeds while moving along a path. I'm using the Curve/Path for the path. I need the camera to move at a certain speed going between 2 places, and then slow down while moving around something its focusing on.
30565
I'm not sure if this is a bug or the side effect of some new feature, but I've been having an issue with extrusions along a specific axis in blender 2.90. I am wondering if anyone else has experienced this and can either a) explain it, or b) verify it is a reportable bug. In the images below, I have attempted to extrude a section by using the extrude hotkey E + axis letter. In the first photo, I extruded along the Y axis (E+Y), and in the second, I extruded along the Z axis (E+Z). As you can see, both &quot;axis letters&quot; produced movement in the same direction. I know it may be hard to tell from the screenshots, but the vertical extrusion line is green (Y) in one photo, and blue (Z) in the other, yet the extruded face moves along the same (Z) axis regardless. Selecting a face with a normal that points towards the desired direction and extruding by simply pressing E works as intended. Y-Axis extrusion (supposedly)  Z-Axis extrusion  Would someone be able to either confirm or refute that this is currently a universal phenomenon with Blender 2.90? Steps to reproduce:  Start with default cube (or added cube - makes no difference)  Select one of the &quot;side faces&quot;  Attempt to extrude the face along the Y axis by using E+Y  Notice that the extrusion follows the Z axis instead of the Y (If I am correct that this is a universal problem with 2.90)   If this is not a bug, but rather an intended feature, could someone please explain the logic of why this is happening? Any feedback would be very helpful.
11636
I animated a rollercoaster using a Bezier Curve and a Follow Path Constraint affecting the vehicle.  Then I tried to use the automatically created action in the game engine but the Action Actuator has no effect .    How can this action be used in the BGE? Can the Path Animation alternatively be converted into keyframes?
111334
I am looking for a conceptual solution to my problem. It's a simple platformer-alike game where player can move horizontally during free-fall.  Consider those two cases:   In the first case, from game experience point of view, the player should land on top of the box; and in the other case he hit the left edge, hence the player should fall down.  However, from my code point of view ("real behaviour"), both those collision detection cases are identical. I am not sure how to separate them.   In both cases the vertical velocity is positive (falling down) and the user is moving with some fixed positive horizontal velocity. (moving right)  From a collision-standpoint the two cases are identical, I think. How can I tell whether I should put the player on top of it or let him fall?
26999
I'm trying to create animated  on multiple objects in my scene. For example, in my car model, the seats and other interior objects are separate objects.    talks about using an animated bisecting technique. However, it involves adding a solidify and boolean modifier to every object.  Is there an easier solution?
44280
How can I move an object (like a cube) towards another object?  Let's say that we have a red cube in the center of a floor, and a blue cube in another location, there aren't objects between this two, so the movement is along a line.  How can I move the blue cube towards the red one?
27299
I want to create a animation like those "spacetime deformation" ones, but I am stuck on creating "spacetime".  (a mesh/plane).  I created a plane, gave it a soft body, collisions, and a passive rigidbody.    A cube with a rigidbody and collisions will land and deform the mesh, but it snaps right back.  How can I make it so the cube lands, and then leaves the plane deformed, and the cube just sits there?  I googled around and searched this site, nothing comes up.  An image of what I want (after it settles):    The ball depressed the mesh, creating an indentation.
84236
I'm implementing a multi agent A* algorithm on a tile map. Agents move only in the X and Y axes. I avoid collisions between them by checking where the others are when calculating paths.  It works fine except the situation where agents have to pass the same tile from different directions. In situations like this, an optimal solution would be for one agent to wait for the other to pass:    Also, if there's no northern corridor, then pathfinding fails.  How could I implement such an algorithm?
101123
Right now, when I spawn a shootable object, it goes like this:    Because I just set it's angle to this:  float aimAngle = (float) Math.atan2(velocity.y, velocity.x); bullet.setBodyAngle(aimAngle);   I want it to be like this:    I think I should use angular velocity or torque, but I have no idea how. I can't just set it's angle like in previous code every frame, because it makes physics collisions glitch.
27042
So,  Each of my polygons is a separate object. Their default normals point like this:   But their orientation or local axes are like so:   How can I make their local axes to be like so, but automatically?   I guess particles might be one solution for this exact case (if you emit new objects on top of the existing ones) but let's say the original objects are triangles and I wouldn't want to change their shape and pointing direction at all, only their local orientation axes, would that be possible?  Cheers!
83781
I'm building a physics simulator for a graphics course, and so far I have it implementing gravitational and Coulomb forces. I want to add collisions next, but I'm not exactly sure how to go about doing it.   A quick summary of how this is working so far is: All objects are spheres of a set radius, mass and charge. The mass's and charges of the spheres are treated as point charge/mass for the calculation. Every step in time (about 1/50th of a second) the forces acting on each object are calculated in a nice big nested for loop that figures out the coloumb and gravitational force between 2 objects, for every set of 2 objects, and then they are summed together. I use this net force to determine the acceleration, and the rest is fairly obvious from there.   What I want to add in is collisions. I can deteremine pretty easily if a collision is happening (if the distance between them &lt;= radius of one + radius of other), what I am not so certain of is how I should add in the collision force (and would need to do it component wise). I want elastic collisions, though for now I'd just be happy with getting conservation of momentum  The information I have easily available are: the velocity of each object (and I mean velocity, speed and direction), the position of each object, the mass/charge (charge obviously not needed here) and the Net force calculated so far for each object for the next step in time. I dont need exact formulas (would prefer if they arent exact), just need a nudge in the right direction.
110076
I would like to create a 3D model that has a wide variety of individually selectable objects on the right side of the x-axis, and then all of those same objects mirrored dynamically across to the other side of the x-axis. How do I do it?  What I want to achieve   Create an object with an origin at 0,0,0 and no parts jutting into the left side of the x-axis. Create another object (say, a cube) somewhere on the right side of the x-axis. Somehow create an association between these two objects that lets me still select them easily later. Apply a mirror modifier to the association. Create more objects on the right side of the x-axis and add them to the association so that they are also mirrored on the other side of the x-axis. Add objects, move objects, change objects, and have them update in real time across the axis.   What I've tried  - Grouping objects and then putting a modifier on the group (I wasn't able to get this to work)  - Ctrl+J to join the meshes (but then I can't select them easily individually)
39822
My group of students is helping produce a a 2D platformer. We tried making a pixel-based collision system which fell through. Now I am trying this physics engine on for size and see new ways to create and control my player. Like the obvious circle body player:    I was using a different type of player movement system like .  What system would work for a player that needs to be able to jump and move in mid-air (as in the above link), and can run up slopes like the circular body example?  I guess that the circular body can be made to do anything, but would like community input.
44294
I am trying to figure out how to determine the direction a collision occurs between two rectangles.  One rectangle does not move. The other rectangle has a velocity in any direction. When a collision occurs, I want to be able to set the position of the moving rectangle to the point of impact.    I seem to be stuck in determining from what direction the impact occurs.  If I am moving strictly vertically or horizontally I manage great detection.  But when moving in both directions at the same time, strange things happen.   What is the best way to determine what direction a collision occurs between two rectangles?
94100
If I have the move gizmo on it restricts me from selecting a vertex that is below one of its axis lines. Also if I have a vertex selected and I want to drag around another vertex then it is interpreted as a move on the vertex that is selected.  I checked the preferences but could not find anything that would do the trick.  thank you