Grab These New Physical Dragger Features!

So this should work with the animation editor, without issues, if there are please report them. As for scripts, if they are running in play mode, then full simulation is occuring, so the draggers don’t really have anything to do with that.

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This is a great update!

After playing around with the draggers I found a small bug where sometimes the part you are pushing incorrectly moves forward. Notice in the video below when the red part pushes the blue part, the blue part incorrectly moves 1 stud forward:

Expected behaviour

Repro file.rbxl (20.3 KB)

Additional information:

  • I’ve only noticed this bug happening when pushing small parts. If the parts are big this bug doesn’t seem to happen.

(Sorry if this bug has already been reported above. I haven’t read all the replies to this topic)


I personally don’t mind this change and I am sure I will get used to it. However, I’m not sure if some developers may find it confusing switching between two different select modes. As just an idea, maybe there could be a studio setting or an option to enable the different select modes. This way developers can choose which one they prefer.

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I agree, this is an awesome feature, and I’m definitely going to use it.

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Thanks for the report, I’ll look into this

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FYI, I think I managed to fix the issue, should be fixed in the next release, big thanks for the report!

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Will the rigs from the rig importer be compatible with the physical dragger in the future?

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At some point in the future, we hope so. There’s some work to do before that happens, though.

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It doesn’t work with me, i don’t get the same results that @JoshSedai obtianed with that eegtopus

I tried this in 2 diferent models:
NOTE: The models are humanoids with all parts joined with a Motor6D

Video 1: https://streamable.com/bww3mf

Video 2: https://streamable.com/qszdkw

If this is not a bug, Is Physical intended for move humanoids (like when you use IK with animation editor)?

Motor6Ds are geometric joints, not physical ones (they force the joined parts to be at exactly the offset specified by an animation). You will have to find a rig with physical joints to use the physical dragger on them (HingeConstraints, BallSocketConstraints, etc).

I would note that there’s not much we could do to support existing rigs made with Motor6Ds either, because Motor6Ds give no information about what ways a rig’s joints can actually move (Eg. Knees should only bend in a specific way): At best we could only support rag-doll movement for them, which is probably not what you want.

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In my opinion, I think this is gonna be useful for my future development!

Super helpful! I need tools like this because I am working on an obby and it’s hard digging around the workspace finding that one part I need to select.

With the normal draggers you can also hold down Alt while selecting to select individual parts rather than models.

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Oh, okay. I didn’t know that. Still like the update, though.

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The fix is live, I have had it fixed for a while, but there were things out of my control that prevented me from releasing it.

Let me know if everything looks right!

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Thanks for fixing the bug.

I can confirm that the bug has been fixed and everything looks right.

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Hey there,
I had a doubt and wanted to know if the physical dragger feature would work if I moved the sea screature using a script when the game is running while play-testing?

This is cool, will definitely be useful, but… Would you mind sharing how do the excavator pistons work? :slight_smile: :smiley:
How do they rotate accordingly? My impression was prismatic and cylindrical constraints are supposed to only keep the position in line?

You need to combine multiple constraints. Basically, for every physical joint that would be there in the real thing you make a corresponding constraint: The piston’s plunger is connected together using a prismatic constraint, and then that whole assembly as attached to the arm using two hinge constraints at either end.

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I don’t really use Physics for my modes, and for new people using this and/or started using physics, it might be hard for them as its super buggy with adding physics (unless I am doing something wrong, that might be true) but it will make some nice touch for builds like a giant octopus standing on a hill or something, might be a worth a try if you can make a model like this.

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Could you share more about what bugs you’re encountering? I believe we don’t have open bugs around the physical draggers right now, we’d like to fully deploy them soon, but we want to squish your bugs before doing so!

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