May 28, 2013 at 9:29 AM
Edited Jun 3, 2013 at 5:16 PM
I have some probleme to complete a behavior with fpe.
I have characters in my game that use skeletal animation. And I want to add physical hair linked to the skeletal animation.
So I make the hair like a rope using PathManager/revoluteJoint, etc... That works well. But when I want to link the 1st piece of the hair on the animation Head, I can't find a way to constrain correctly the hair.
If I use a Joint attached to a kinematic body (kinematic body moved by changing position/rotation directly from the animation) then the joint don't work pretty well. More the player move fast, more space appear between Hair and Head.
See this video :
If I use a fixed Joint that change the fixed anchor to the position of the head. Then the joint have like the same problem...
So I think this is not recommanded to alterate joint anchor or move position/rotation of a kinematic body that use a joint?
Have you a way to solve my problem ?
Thanks for your great engine !