Godot Version
4.6
Question
I wonder how to make Origin/Pivot which will be used for applying rotation to rounded RigidBody3D .
Should I use Blender to make Empty and then utilize it Godot or is there way to create node3d which will align with centre of mass ?
( I see center_of_mass with two modes custom and auto , but this says its not updated on auto so I can’t just pass it then into new pivot for camera )
Does Rotation of Mesh/CollisionShape3d in Transform affects how physics are calculated ?
if yes , could I apply rotation like in Blender to normalize it ?
I messed with Demo Scene from Godot Engine, but results are not great yet as trying to understand more also different type of impulse,force,torque
in case of demo the
apply_central_impulse(dir.normalized() * 0.04) - in air
apply_central_impulse(dir.normalized() * 0.08) - on ground
linear_velocity.y = 7 - jump
was used ,
I was looking more to utilize a bouncy behavior like ballon, with keep rotation of all axes more like real physical world .
https://www.youtube.com/playlist?list=PLqUVtEf2_LiZNWCMSciee0z-dg6C-GKCD
Usecase would be something like this game Roll Away - https://www.youtube.com/watch?v=DXtwcYlw9NQ but with more realistic physics so you need to keep control of side movement , and not speed to much to be able rotate gravity .