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Question by SavvaMadar · Mar 05, 2013 at 04:40 AM · animationrigidbodyspacewalking

How to make a rigid obj walk.

Just an example of what I have now:

Clicky here

Controls:

Z: Enable/Disable gravity boots.

X: Enable/Disable gravity.

W: Play walk animation

Space: Play jump animation

QUESTION:

See how the main character falls over? He is made of one rigid body and many collision boxes attached to his bones, I was wondering: How would I make him walk while retaining the rigid body and collision boxes.

Character structure:

MAIN: Rigidbody, Mesh Collider

rest of the bones: just box colliders

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avatar image hnsmith · Mar 05, 2013 at 05:17 AM 0
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Is this using $$anonymous$$echanim?

I can't tell exactly what is going on from the demo, but here are some thoughts: Do you have "Animate Physics" properly set on the Animator component ($$anonymous$$echanim only)? Is the rigidbody set to "Is$$anonymous$$inematic"?

http://docs.unity3d.com/Documentation/ScriptReference/Rigidbody-is$$anonymous$$inematic.html

Also, you probably don't want to use a mesh collider for your character: http://docs.unity3d.com/Documentation/Components/class-$$anonymous$$eshCollider.html

This is meant for static geometry, not players. Try a capsule collider ins$$anonymous$$d (or, since you have colliders attached to bones, just rely on that).

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