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
I’m not having any trouble going up to a few thousand rad/s with other setups, both with the new constraints and old hinges.
Although I can’t replicate the issue with the servo now, I deleted it earlier and when I recreated it I’m not having the same issue, must have messed up the welding
Yes spheres are usually more stable than cylinders
I feel like these would catch on quicker if there were ways to edit this in studio in realtime without scripts.
You know how you can select a primary part in a model by clicking the empty field in properties and then selecting a part? Something like that for Attachment0 and Attachment1 would be cool.
Being able to “play” with these features is what gets most people to use them/ getting ideas to go through with applying them to real games.
Hope they have a Material and transparency setting! Looks great so far.
Does that include setting constraint Attachment0/Attachment1 (and preferably any properties that take instances like Adornee) through the explorer similar to how PrimaryPart is set? We have a perfectly good way to do it, but for whatever reason we can only use it with PrimaryPart :(