Bouncing Off The Walls Full Movie Free Download

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Pamula Harrison

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Jul 13, 2024, 10:31:33 PM7/13/24
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I'm building a VR maze game for Google Cardboard with the -Cardboard/blob/master/Autowalk.cs as the script which moves the player. So far I've found nothing that will help me and I've tried messing around with physics materials, freezing/unfreezing constraints of my Rigidbody, setting angular drag to infinity, etc.

Bouncing Off The Walls Full Movie Free Download


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As I've learned, the problem should be that my Rigidbody is penetrating the walls that have mesh colliders on them and it gets pushed back out which results in this weird "bouncy behavior". It almost feels like the Rigidbody character is continuously trying to go through the walls even though it can't.

For the most part this wouldn't be too big of an issue, but there are some corners in the game that have other smaller objects that also have mesh colliders on them and should the player get in between these objects and the walls, they would simply be pushed (bounced) out of the game area and through the walls altogether.

Character that has the movement script has a capsule collider and a Rigidbody with mass: 1; drag and angular drag: 0; is using gravity, is not kinematic, interpolate is set to none with collision detection set to discrete. Position is not frozen, but the rotation is for all X, Y and Z coordinates so it wouldn't fall over.

I think I should also mention that I don't want the character to just stop when it collides with the walls and therefore I don't think using triggers and such is a good idea. Stopping completely is only acceptable when the player collides with a wall as they're facing it straight, but if there's an angle, I would like the player to "slide" along the wall.

You can also remove the Rigidbody component and instead use the CharacterController component on your player and use the SimpleMove function instead of translating the player. The Translate function sets the player on a new Vector position, which would make the player intersect with walls instead of colliding with them.

You'll have to turn on interpolation (set it to Interpolate) and set isKinematic on your rigidbody and use Rigidbody.MovePosition instead. MovePosition interpolates to the given position and does not allow the Rigidbody to pass through objects. Setting transform.position or Rigidbody.position teleports the Rigidbody instead, which can be undesirable.

But one of the modes of the game allows the bullets to bounce off walls. How do I make AI calculate the bouncing shoot to hit the player and how can I coordinate that to the AI movement chasing the player?

vector.bounce(normal)
it returns a vector in the bounce direction.
the normal is to indicate the direction of the wall. you can give the actual normal of the wall. or just provide the direction you like.
for instance

My question is how to think about making the ai understand the distance to player and walls in the way and fire a shot solution that would take advantage of the bouncing walls to ry to hit the player? I mean, I can make the AI do random shots in the general direction of the user and hope for the bounces but I was looking at the kind of strategy we humans would make, trying to calculate the bounces and catch he enemy off guard.

you can give the enemy, two raycast nodes.
since the raycast node gives you the point of colistion (get_collision_point()). and a vector of the direction of the collision (cast_to). so, when the first_raycast hits the wall. you do 2 things.

i think the raycast system makes calculations unnecessary. since the corridors are narrow, and the player is fat in comparison. so if there is a bounce solution for the shot it will not be very sensitive to tiny variations in the angle. but you can also make multiple ray span, like a fan, for each step of the double raycast system. covering a angular range.

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I feel like this would be super common but couldn't seem to find a fix in the forum here. I have direct movement on and rigidbod set up to stop the characters at colliders. They seem to continuously bounce up against the walls though: _V7wtrVHop44ubO0I88m/view?usp=sharing

The top is the player character and the bottom is an NPC set to follow (so they are bouncing while trying to go up to the player). Not finding any settings anywhere that is getting them to not bounce so obviously. Anyone get this and know how to fix?

Ah actually, I had the rigid body set up but the character was not actually moving with it. In the physics settings I needed to enable "Move with Rigidbody 2D". Doing that mixed with "Continuous" setting in the collision detection setting on the rigid bod seemed to fix both the player and the NPC following.

Got that navmesh going and my follow character is working excellent! but now my direct movement protagonist goes right through those holes, hehe. Was there something different I needed on the setup to make sure the direct control character is still stopped by those polygon colliders?

Edit: Seeing how the follow character uses the nav mesh, I don't think they need the rigid body. I can remove to have them not be blocked by colliders. This does seem to mean that each "hole" in the mesh means i need two separate collider objects. 1 for the mesh hole and 1 for the direct movement character collision.

Okay this is odd. So my player's Jump Speed was set to (3) and there was no jumping. I set it to a value of (8) and I get consistent jumps every time. My Simulated Mass value is (1) and I'm hoping I can crank that up a bit so I don't jump into the ceiling of interiors.

Simulated Mass of (2) and a Jump Speed of (6) seems to hit that sweet spot. A Jump Speed of (5) and jumping becomes very intermittent. So odd considering I have no fiddled with my physics setting in the projects. Then again this is a Character Controller so it's operating outside of the standard physics system if I recall.

I'm taking pictures inside a restaurant in a week, and the walls just happen to be red and the ceilings are black. Not the best of scenarios to be in.

How would I go about tackling this? If I bounced off the red walls, I'd end up with horrible red colour casts over everybody.

Suggestions, tips, anything?
5:42PM, 5 July 2012 PDT(permalink)

off camera flash, bounce card on that flash. If not enough room to walk around... use on camera flash with a bounce card on the flash.

Additional tips... do a search, I am sure there is lots of info here already.
ages ago(permalink)

You could white balance for the walls. This would have course mess up any other light sources (tungsten/fluorescents).
Depends how saturated the walls are. I've done it successfully with terracotta coloured walls, but if they are really red it might go outside the range you can balance for.
You could try it out on a smaller scale by picking up a piece of card a similar colour and shooting test shots of small stuff.
ages ago(permalink)

Thanks so much.

It's a latin restaurant, so the walls are deep saturated red. There's big windows, so I think I can open those up for ambient.

@Jerry P.H.- Wouldn't a bounce card facilitate bouncing in the first place? I'm not sure what kind of bounce card you're talking about.
ages ago(permalink)

Depends on the design. One like this bounces the light in a specific direction:





Both of these designs prevent upward bounce and focus it more in a forward direction. These are home made designs that I made myself.

The top one is huge and designed more for off camera flash, the bottom one is a little smaller and works very well on a flash that is placed on camera. They all increase the size of the light source a little and soften it a visible amount.
ages ago(permalink)

You're going to pick up the red from those walls no matter what you do other than elaborate flagging. So, I would do a white balance card very close to my subjects for each scene that I shot. You can either do a custom white balance or a shot with the WB card in it for use when processing.... Walls, clothes, surrounding objects can all create a color cast. White balancing during your shoot will go a long way to eliminating the problem.
ages ago(permalink)

If it's low light you can still bounce (if not, just shoot ambient only) just shoot raw (for color correction in post), knock down the ambient to -2ev or less, and you'll probably need to use ttl as the power needed will vary a good bit depending what the flash hits. for weddings I've bounced off black, purple and deep red. with the deep purple ceiling 15 feet up (and brick walls) I remember I was around iso1600-3200, f2.8, and flash at 1/4-1/32. I also found that a bare flash bounced off purple matches reasonably well with a bare flash with 1/2 CTO.
ages ago(permalink)

You're absolutely right. The OP mentioned bouncing the flash off of the walls, and I made the leap of thinking he would be shooting very close to them, rather than like in the example in the comment after your last one from .
I like your idea of lighting the walls as a way of displaying the ambiance of the room....
Originally posted ages ago. (permalink)
Rick Pappas edited this topic ages ago.

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