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Fixed some typos and wording in tutorials
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@@ -22,7 +22,7 @@ property of the node using the mesh.
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If you add a material to the mesh itself, every time that mesh is used it will have that
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material. If you add a material to the node using the mesh, the material will only be used
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by that node, it will also override the material property of the mesh. If a material is
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added in the *Material Overrive* property of the node, it will only be used by that node.
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added in the *Material Override* property of the node, it will only be used by that node.
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It will also override the regular material property of the node and the material property of
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the mesh.
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@@ -32,8 +32,8 @@ So, what is the difference?:
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solved, so a few collisions may seem to displace a tiny bit. Those
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problems can be fixed, but require a certain amount of skill.
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- A **kinematic character controller** is assumed to always begin in a
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non-colliding state, and will always move to a non colliding state.
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If it starts in a colliding state, it will try to free itself (like
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non-colliding state, and will always move to a non-colliding state.
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If it enters a colliding state, it will try to free itself (like
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rigid bodies do), but this is the exception, not the rule. This makes
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their control and motion a lot more predictable and easier to
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program. However, as a downside, they can't directly interact with
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@@ -35,9 +35,9 @@ Cleaning up the skeleton
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Each ``PhysicalBone`` the engine needs to simulate has a performance cost, so you want to remove every bone that is too small to make a difference in the simulation, as well as all utility bones.
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For example, if we take a humanoid, you do not want to have physical bones for each finger. you can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers.
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For example, if we take a humanoid, you do not want to have physical bones for each finger. You can use a single bone for the entire hand instead, or one for the palm, one for the thumb, and a last one for the other four fingers.
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Remove these physical bones : ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll.
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Remove these physical bones: ``MASTER``, ``waist``, ``neck``, ``headtracker``. This gives us an optimized skeleton and makes it easier to control the ragdoll.
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Collision shape adjustment
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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