New constraints are live!

Yes sorry I’ve built the buggy with the controller in mind…

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Good idea. We might implement the angular limits on rods for next release

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For the angular limits on hinges you have to correctly set your secondary axis (y-axis). The limit constraints the angle between the secondary axes of the two attachments

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Do have a working version of the code in that case? I am not sure why that would cause my player to not be able to spawn.

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The problem might be that your limits cause the system to be over-constrained (which causes the character to vibrate and sends it into inter galactic space). Try disabling collisions on your parts see if that leaves your character intact.

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The parts are already CanCollide = false

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I have a ragdoll that uses BallSocketConstraints. Could we get a parameter to limit how far the joint can spin? Right now my head (and other parts) can spin completely backwards.

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Yes we will have a second cone constraint on ball sockets in a future release. Could you use a hinge with angular limits instead?

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I remade the dune buggy that you made @chefdeletat
Took me awhile to get it working in a satisfactory manner, but I’m pretty happy with it.
It can navigate very bumpy terrain with relative ease, as long as its not too steep.

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anyone else notice that “THEME OPTIONS” in the top right corner? hmm

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How to get theme options

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Anyone else having trouble with Servo hinges? No matter what I set the torque, angular velocity or desired angle to, it just rotates slightly then stops.

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Well I just spent an hour trying to create a wheel system using the new joints. I couldnt get the servos to do anything so I used a Motor6D. When I joined the wheel using a hinge constraint it works fine when only the wheel is unanchored, the wheel rotates along the correct axis and is in the correct position. If I unanchored it so that the wheel assembly was suspended by a prismatic joint and spring joint, which work fine individually, the wheel starts to try and rotate along all three axis and it just generally bugs out.

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Looking great!

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For servo you need to use AngularSpeed (not AngularVelocity which is for Motor)

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I was setting the servo values manually using test in window, I could see the desired angle indicator move but the part itself just budged slightly towards it then stopped.
Also:

Ignore the springs, the block the wheel is attached to by a hinge constraint is anchored in this case, and all the parts have their collisions turned off. Why does it start to act weirdly when I turn up the speed and torque?

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When you reach angular velocities above few hundreds rad/s (100rad/s =15 rev/s) the physics engine will break down

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Can you record what happens with the servo?

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Would it be a good idea to clamp AngularVelocity to a range of workable values then? Maybe not necessarily for scripts, but at least for the explorer?

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Yes that’s probably a good idea

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