Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

Kinematic primitive is a kind of static RBD objects can be controlled by user animation or constraint. Our agent can collide with them automatically if they enable dynamics.
You can scale, rotate, translate and key frame the kinematic primitive anytime. Or you can parent, constrain them to anywhere.
In this current version of Miarmy, only 2 types of kinematic primitives supported, they are "Box" and "Sphere".
For creating them, just simply click Miarmy > Physics > Kinematic Primitives.

...


You can check collision between agents and kinematic primitives using channel "collide" or if you want agents exclusively check collide with kinematic primitives: "collideBy:_ KINEPRIM_".



Check collide by "collideBy:_ KINEPRIM_" enable dynamic + keyframe kinematic primitive



The logic in the above example

 

Custom Mesh Shape:

Miarmy now only support very simple convex geometry kinematic primitive.

...