Exciting Physics Engine Usability Improvements!

Hey Usering, apologies for the troubles. How is the AlignOrientaion being configured on your motorcycle? The default AlignType (AllAxes) should behave identically to existing behavior. Can you send me the model of the motorcycle you are using? We would be interested in taking a look at your specific use case and see if we can help.

Sure Iā€™ll DM you the model. The fix here was setting AlignType to PrimaryAxisParallel though

Hi fkonsk!

Could you please DM me the file to be able to reproduce this. I will pass it along to the rest of the team to try to get this fixed!

Best,
M0bsterlobster

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What do you mean by planetary gravity? Could you please explain what youā€™re hoping to achieve :slight_smile:

To put it simply: Super Mario Galaxy physics. The ability to walk on walls and switch the direction of gravity. Kind of like EgoMooseā€™s character controller.
Video demonstration:

PSA: Fixing AlignOrientation issues
For anyone experiencing abnormal behavior with AlignOrientation constraints. With the migration, we found a backwards compatibility issue with instances that were serialized under specific settings.
If you are experiencing issues, please try setting your AlignType to PrimaryAxisParallel. In the meantime, we are working to fix this issue for instances that might not be able to take this approach - this will be included in the next release. Apologies to everyone who are facing issues, and thanks for reporting this!

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Any chance we can get this for AngularVelocity as well? It is very common that I want to constrain a partā€™s velocity on one axis, but not on any others, for example, to provide the ability to turn a vehicle at constant speed around the Y axis while allowing it to rotate freely on the X and Z axes.

A little bit more in depth, say you are driving a car up a curved ramp. You currently cannot use an AngularVelocity to control the turning of the car around the Y axis at the same time you go up the ramp, because going up a curved ramp involves rotation about the X axis, which will be resisted by the AngularVelocity constraint.

As it stands, I am currently re-implementing AngularVelocity by combining a Torque instance along with a control loop, to give me the ability to constrain just one axis at a time.

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I agree with the statement above, it would be highly beneficial to have the angular velocity constraint have per Axes, especially when there is a push to get rid of the legacy body movers.

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Itā€™s incredibly disappointing that even after all these years, constraint movers still canā€™t compare to the deprecated body movers. Why did it take so long? Why was AngularVelocity ignored for these changes? Since the resulting values are vectors anyway, switching MaxTorque from a number to a Vector3 sounds like quite literally a 30-second change.

Iā€™m guessing that updating the engine just isnā€™t a priority on Roblox anymore.

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Sure would be nice if the same thing that happened for AlignPosition happened for AlignOrientationā€¦ gonna stick with the ancient BodyGyros! Maybe in a decade Iā€™ll get to switch :slight_smile:

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We need the ability to configure torque on a per-axis level for AlignOrientation! Iā€™m trying to keep my boat upright and I canā€™t seem to figure out any other way to do this except use BodyGyros.

@Hajimalago are there any plans for this?

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Pls add per axis limits for AlignOrientation just like we have for AlignPosition.
I canā€™t figure out how to make an AlignOrientation just apply torque on a single axis, any AlignType I choose applies torque in either 2 or 3 axes.
An example: Balancing the tilt on a motorbike - stuck with using a BodyGyro for this.

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Iā€™m going to throw myself into the mosh pit of other people asking, Do we have a planned date on when individual Axis force? I am stuck using BodyGyros because rotating the character using AlignOrientations is causing them to fall over when rotating fast.

(or just go back to BodyGyros I didnā€™t really see why it needed to be replaced :confused: )

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Can we get more options for AlignOrientation, such as only affecting a single axis such as others have suggested?

Would be very nice to simplify things like keeping an un-anchored object upright

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I would like to submit myself to the list of people requesting a PerAxis ForceLimitMode for AlignOrientation, as it still lacks the ability to apply torque on a single axis.