Finally, my ancestry/explorer displaying the various parts:
So, as you can probably tell, I want the square to rotate around the central part. Which, it does succeed to do. However, the issue is that whenever a player jumps into the square, and they are to the side, it moves the square’s rotation slightly each time. I wish for the square to be unaffected by other forces.
All of the welds shown were to connect each part to the center point, which rotates on a hinge constraint connected to an anchored part. In the images above, the red part is the anchor, and the green part is the center point.
Properties of hinge constraint:
AngularVelocity: 1
MotorMaxAcceleration: inf
MotorMaxTorque: inf
Originally, the movement was much more noticeable. However, I made the MaxTorque higher, resulting in less movement. But the problem still persists.
If you have any ideas, suggestions, or have had this problem in the past, please let me know of any solutions you might have. Thanks for reading.
The hinge works. It is fully functioning as far as rotation goes. The problem is that I want it to always move the same even when interacted by a character. Therefore, my question basically is: Can I make it where the hinge does not react to outside forces?
Mind showing a gif of what happens? That way it might be easier to see what’s going on.
For this sort of thing, it might be better to use AlignOrientation if you really want the rotation to be unaffected by anything else. Just set RigidityEnabled to true. The first thing I would do in your situation is try setting every part’s Massless property to true. Sometimes a moving assembly having mass gets wonky. Conversely, you might try making them have a lot of mass.
In my experience with constraints I’m also presented with the issue of people interfering with its motion despite an infinite torque and acceleration. You might find motors more reliable in this aspect.
I’m having a problem with hinge constraints in servo mode, when i try to set the hinge to 90 degrees as the set position it starts to move but stops shortly after starting moving.
The part it’s rotating has no collisions with any nearby parts