Expanded Kinematics

If you liked this item, please rate it up on Steam Workshop page.

Author: Illumina♥

Last revision: 23 Jul, 2022 at 16:31 UTC

File size: 381.74 MB

On Steam Workshop

Description:

This mod adds all in-game Terrain Assets as Kinematics.
HOW TO USE:
1.Add the Kinematic Asset in Kinematics Category or Tab.
2.Add the new sequence keys (Key 0 is initial position).
3.Move the key positions to organize a sequence animation.

WARNING: Custom worlds do not currently support Kinematics, so you have to do some modifications to load them in!
1. Insert this in Data/Scripts/terrain/terrain_custom.lua below the line 572 where harvestables are.

function GetKinematicsForCell( cellX, cellY, size ) local uid, tileCellOffsetX, tileCellOffsetY = GetCellTileUidAndOffset( cellX, cellY ) if not uid:isNil() then — Load harvestables from cell local kinematics = sm.terrainTile.getKinematicsForCell( uid, tileCellOffsetX, tileCellOffsetY, size ) for _, kinematic in ipairs( kinematics ) do local rx, ry = RotateLocal( cellX, cellY, kinematic.pos.x, kinematic.pos.y ) kinematic.pos = sm.vec3.new( rx, ry, kinematic.pos.z ) kinematic.rot = GetRotationQuat( cellX, cellY ) * kinematic.rot end return kinematics end return {} end —————————————————————————————————-

2. Go to Data/Scripts/game/worlds/CreativeCustomWorld.lua
3. Change "CreativeCustomWorld.enableKinematics = false" to true
4. The game should be forced to load the kinematic assets.