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Puppet dangle with physics

Explorer ,
Jun 20, 2018 Jun 20, 2018

Hello, when I added a dangle handle to an object it stopped responding to gravity and other physics properties. What did I do wrong?

https://gph.is/2MJ1M6f

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correct answers 1 Correct answer

Explorer , Jun 21, 2018 Jun 21, 2018

Thanks, now, can I make the 'tail' respond to the edges? -> https://gph.is/2I8OOv8

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LEGEND ,
Jun 20, 2018 Jun 20, 2018

I normally have an independent layer that I attach to the puppet (e.g. hair) and then put the dangle on the hair. That is, I don't put the dangle on the root object, but on the child independent object that is attached to the root.

In this example I had handy, the tie ("der") is independent and attached to the collar. The dangle at the bottom makes it sway relative to the rest of the puppet.  If I put the dangle on the root puppet, it also starts locking down the root puppet. So I suspect "that's just how it works".

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Explorer ,
Jun 21, 2018 Jun 21, 2018

Thanks, now, can I make the 'tail' respond to the edges? -> https://gph.is/2I8OOv8

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LEGEND ,
Jun 21, 2018 Jun 21, 2018

I have not used collisions and the particle system etc much, but to get a bouncing ball, I got some rectangles that I put just off the edge of the scene window and put the "collide" tag on them as well as the "ball" puppet.

There is also the Physics/Collide "bounce off sides" property, but I am not sure if that would work in your case or not.

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Explorer ,
Jun 21, 2018 Jun 21, 2018

Yes, the "bounce off sides" property works on the square, but not the "dangling" tail.

I expect that this is something that is not possible at this time because, probably, requires much more intense calculation, redrawing the mesh and so on.

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LEGEND ,
Jun 21, 2018 Jun 21, 2018
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I assume you put the collide tag on the tail layer as well. Did you try putting some rectangles on screen with collude as well? Probably won’t help, but worth a try!

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