Okay, thanks for that. But it still does not make any sense how it behaves, look at the following code:
Code:
local vector spineY;
spineY = SkeletalMesh.GetBoneAxis('spine_4_joint', AXIS_Y);
SkeletalMesh.AddImpulse(vect(0,0,20), SkeletalMesh.GetBoneLocation('spine_4_joint') + (spineY * 100), 'spine_4_joint');
DrawDebugLine(SkeletalMesh.GetBoneLocation('spine_4_joint'), SkeletalMesh.GetBoneLocation('spine_4_joint') + (spineY * 100), 255, 255, 255);
Isn't that suppose to make the mesh sort of hang in the white line because the impulse is applied at the end of that line?
Why does it look like this when it finds it's balance?
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