Yes sorry I’ve built the buggy with the controller in mind…
Good idea. We might implement the angular limits on rods for next release
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
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.
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.
The parts are already CanCollide = false
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.
Yes we will have a second cone constraint on ball sockets in a future release. Could you use a hinge with angular limits instead?
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.
anyone else notice that “THEME OPTIONS” in the top right corner? hmm
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.
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.
Looking great!
For servo you need to use AngularSpeed (not AngularVelocity which is for Motor)
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?
When you reach angular velocities above few hundreds rad/s (100rad/s =15 rev/s) the physics engine will break down
Can you record what happens with the servo?
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?
Yes that’s probably a good idea