Adding "Location" property to Body objects (Such as BodyGyro and BodyAngularVelocity)

Currently (as far as I know) it seems impossible to rotate a model with preferred body object in a restricted spot (Hinge-like rotation).

It would be neat to include a “Location” property as a bool value (for those who like its current behavior).
It would appear like “LimitsEnabled” under constraints, once enabled you’ll have a “sub” property allowing you to enter your desired offset from the center of the part that contains the bodyobject.

As of now it seems they both rotate off the center mass of the entire structure.
BodyAngularVelocity:
https://gyazo.com/0365509f2029b5f6929513f60fc54a40

BodyGyro :
https://gyazo.com/7ff7d9f26c2bccd259b643903d88f539

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BodyGyro and BodyAngularVelocity apply a pure moment, which applies to an entire assembly and has no specific location of application.

If you want to constrain the assembly to rotate about a point, why can’t you use a hinge constraint or bodymover to hold the pivot position constant?

In my situation I’m trying to apply a BodyAngularVelocity as vehicle steering, but realistically vehicles don’t steer from their center of mass, normally the pivot point is the rear axle. What do you mean by using a bodymover?

Have you tried using the new force objects?
http://wiki.roblox.com/index.php?title=API:Class/Torque

“When active, this object will find the center of mass of the part or assembly connected to its Attachment0 and will apply a torque, spinning the part or parts.” Pretty much the same thing.

I’m looking for an object that will rotate an assembly at a certain pivot point.

What you’re looking for is a Couple.

You can move the tangent point forwards and backwards by applying normal forces to a rotating body.

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You lost me, so I need to get rid of BodyAngularVelocity and apply bodythrusts and try to calculate all that without it spazzing out?

No, you still need the BodyAngularVelocity.

The two systems in the thumbnail for the article are functionally identical. A single force applied off of the CoM is the exact same as a moment and a force both applied around the CoM.

In the case of car steering, tires apply a force normal to the curve, which is identical to a moment around the CoM and a normal force around the CoM:

90343e2634c252c38f47ae2e72ccb343af2b4b61.png

You have the moment already, now what you need is the force. But what can apply a force to the CoM like that? I assume since you’re grumping about BodyThrust that you’re using BodyVelocity as the main propulsion for the vehicle. Because circular motion is in acceleration, you can tell the BodyVelocity to add a normal component to its velocity any time the car is steering and it will work as long as you’re not using PGS. You will need to do some calculation based on the CoM and the wheelbase to make it look perfect, but that’s the gist of it.

If you’re using PGS you’ll have to use BodyThrust or the Force constraint anyway.