This looks really nice, I'll make sure to comeback and watch the entire video once I return home!
@Lusiogenic6 жыл бұрын
Thanks!
@PardCode6 жыл бұрын
Good job, mate! Very well-explained tutorial! Keep it up!
@joker-jd3jd3 жыл бұрын
I do not want to do this with the mouse control, I want the character to move when it hits it. How do I do it?
@zakariabot53876 жыл бұрын
Cool tutorial, I'm following you for more awesome things! (Feel free to focus more on gameplay and physics for the tutorials).
@Lusiogenic6 жыл бұрын
Thanks! I have quite a few physics based tutorials queued up, but for the rest, I await your suggestions. Let me know what you need.
@eddiescofield6 жыл бұрын
Best channell!
@amalabdelhalim77966 жыл бұрын
nice tutorial ,can you make rope tutorial using physics constraints and spline mesh please
@Lusiogenic6 жыл бұрын
It might be possible. Let me look into it and I'll get back to you.
@amalabdelhalim77966 жыл бұрын
thank you
@Lusiogenic6 жыл бұрын
I've looked at how to implement this. It's difficult and I'm not sure it has a clear advantage over simply using a rigged mesh with physics constraint. I'm actually planning to make a tutorial on how to make a rope using a rigged mesh. The only advantage I could see to using a spline is that you can set the length of the spline very easily. Can you elaborate on why you would want to use a spline?
@Lusiogenic6 жыл бұрын
I've made a rope tutorial using bones and physics constraints. Check it out here: kzbin.info/www/bejne/nnawlKVvbch3gKc
@99054442123 жыл бұрын
Would you upload the project file?
@AninhiVlog6 жыл бұрын
Could you tech me how to create Physics Hydraulic cylinder ?
@Lusiogenic6 жыл бұрын
Since there Unreal Engine doesn't yet have fluid dynamics simulation, you can only fake the movement of the hydraulic cylinder. Just use a physics constraint to limit the piston on an axis and then set the linear target position to where you want the piston to move. It should be quite easy to implement. If not, I've put the request on the list to make a tutorial for it.