Jamez0r

We're working on a character with a flail - we're wondering if we can use the 2D physics hinge-chain while the character is running around or standing still, but then switch to animation-controlled when the player is swinging the flail.

Is it possible to enable/disable the physics hinge-chain without snapping or anything? :think:

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If we can't enable/disable the physics hinge-chain, maybe I could make two sets of bone-chains (animate one chain normally, and then set up physics chain for the other), and have a constraint that attaches the images to the bones for each of them, and then ease in/out the constraint's effect to switch between the two? :think: :think:
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Jamez0r
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Harald

Is it possible to enable/disable the physics hinge-chain without snapping or anything?
You should be able to do that by gradually fading the Override Alpha parameter of each SkeletonUtilityBone between 0.0 and 1.0. Or are you facing problems with using Override Alpha?
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Harald

Harri
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Jamez0r

Harald wrote:
Is it possible to enable/disable the physics hinge-chain without snapping or anything?
You should be able to do that by gradually fading the Override Alpha parameter of each SkeletonUtilityBone between 0.0 and 1.0. Or are you facing problems with using Override Alpha?
Oooo, didn't know about that! Heck yeah, will give it a try. Still figuring a thing or two out with the character's design, but cool to know that theres already a built-in option for that 8)
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Jamez0r
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Harald

Great to hear, pointing at already existing features is my favorite implementation workflow ;).
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Harald

Harri
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