Posted: 15th Jun 2007 2:45
Ok, so i have my newton player(fps) that is made of two spheres sames size. ive connected the 'upper body' to the lower body via universal joint. i messed with the pins and set it like:
+ Code Snippet
`position
ndb_setvector 1,0,24,0
ndb_setvector 2,0,1,1
ndb_setvector 3,1,1,0

now this all seems to work unless this is ultimately the case. now when i walk the camera is attached to the lower body. the upper body is attached but kinda bounces around. its for crouching so when i crouch i tell newton to ignore all collisions with the upper body otherwise act as if it is one. now how do i stop the bouncing around? if i wasnt clear enough just let me know cause this is kinda confusing.

Thanks,
Homey
Posted: 20th Jun 2007 21:38
sooo...no one knows anything about this at all??? is there any other ideas for crouching in newton? i thought it would be pretty stupid to leave out crouching in a shooter game so please help!

Thanks,
Homey
Posted: 20th Jun 2007 21:42
If it's a first person shooter, I'd just take the method from the FPS demo in the Newton Wrapper (capsule with upright joint?), and scale it down on the Y axis to make the collision area more "Squat". Move the camera as expected.

Sorry I haven't dabbled with FPS type newton stuff. My game is 3rd person, and well the player isn't a person.
Posted: 21st Jun 2007 22:49
you think i should real-time scale it? i remember having this idea but never really got it to work...how could i scale it? im gonna give it a try.

thanks,
Homey