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Asked By | stanley82 |
Hello,
I have issues to animate and control(animated) objects with physics/colliders, because as far as I know I can make collider only as a child of the physic node (rigidbody…)
I will try to explain example as briefly as possible.
As a user, I want to control the arm of the machine and make it physical and colliding with the world. It can also have the feature to break apart when damaged.
- The arm is made out of several elements, with colliders and physics working as a robotic arm
- This requires some hierarchy in the scene - I would like to make the hierarchy outside the Godot to allow streamlined asset production
- For the “breaking feature” individual elements require to have collider and eventually rigidbody.
The issue I have is that I cannot make collider as a child of arm’s elements in the hierarchy. These solutions came to my mind:
-
Create arms as independent physical objects(rigidbodies) and connect them in the physical world of Godot with some joints to make them controllable, colliding and react/impact physically
-
Make them as independent KinematicBodies and script the physics, parenting, and behavior manually
-
Use Physicalbones to keep the hierarchy of the asset. Not sure if possible, is it?
In all three options, I see the main issue that I will not be able to keep the hierarchy I export from 3D software. Mainly because of the impossibility to make collider child of other objects but physical. This I see as a really big issue especially in the future of asset production.
What option would you suggest? Is there a way to somehow parent(connect) colliders and rigidbodies to these elements player will control?
I would like to kindly ask you to give me any suggestions on where to look or point me in the right direction. I would try to explore any other suggested solution for this.
Thank you