Change the name of the bone to apply physics to it.
Values separated using an underscore (
- The name has to start with
- The percentage of the physics strength (
- The player movement mapped on the x, y and z axis.
ffor forward motion
gfor gravity motion
sfor strafe motion
nfor no motion
- The sign of the forward, strafe and gravity motion.
- The name of the bone. (
Movement mapping explained
fgs means that:
- the first one
f(forward motion) is mapped to the x rotation fo the group
- the second one
g(gravity motion) is mapped to the y rotation fo the group
- the third one
s(strafe motion) is mapped to the z rotation fo the group
Forward motion is positive if the player walks forward and negative backwards.
Strafe motion is positive if the player walks to the right and negative to the left
Gravity motion increases when the player is falling down.
npp means that the forward motion is always inverted and the strafe motion is always positive.
A bone with physics can't have animations. Use a parent bone to animate the entire group.
The old format
physics_50_xz_pp_test is deprecated and should not be used