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How to make a rigid obj walk.
Just an example of what I have now:
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
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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