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Timeline for Collision Bounds/Mask not working?

Current License: CC BY-SA 3.0

17 events
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S Mar 8, 2015 at 4:18 history bounty ended CommunityBot
S Mar 8, 2015 at 4:18 history notice removed CommunityBot
Mar 7, 2015 at 6:17 vote accept blackhole
Mar 7, 2015 at 6:17 vote accept blackhole
Mar 7, 2015 at 6:17
Mar 7, 2015 at 6:17 vote accept blackhole
Mar 7, 2015 at 6:17
Mar 6, 2015 at 17:32 comment added ruckus @BlenderDev you have an answer! quick!
Mar 6, 2015 at 17:24 answer added X-27 is done with the network timeline score: 4
Mar 5, 2015 at 5:36 comment added blackhole Well, I use more armatures for the mouselook. The mouselook is according to the rig, not the object. I use the bounds as the main object as it is the dynamic piece that is controlling everything when moving. It is not the collision bounds for bullets though, i.e. head and body.
Mar 5, 2015 at 2:23 comment added Francisco Chavez-Tejeda If you don't mind my asking, why are there two armatures for one object? I was also wondering why didn't use an Empty as the base for you item. I haven't really gotten around to playing with the game engine yet, so I don't know if there's an actual reason for using the boundary object as your base object.
Mar 4, 2015 at 22:44 comment added blackhole No one knows how to solve this?
Mar 1, 2015 at 19:01 history edited blackhole CC BY-SA 3.0
added 213 characters in body
Feb 28, 2015 at 22:51 comment added Feldpausch All4 Can't you just move the different objects to different collision groups?
Feb 28, 2015 at 17:56 history tweeted twitter.com/#!/StackBlender/status/571730706839310336
S Feb 28, 2015 at 2:25 history bounty started blackhole
S Feb 28, 2015 at 2:25 history notice added blackhole Draw attention
Feb 14, 2015 at 21:33 history edited Daniel
edited tags
Feb 14, 2015 at 21:28 history asked blackhole CC BY-SA 3.0