I am trying to recreate this model movement, based on this video:
(go to 1:59)
But the middle part won’t move with the part sticking out of the spinning part.
Any help is appreciated!
I am trying to recreate this model movement, based on this video:
(go to 1:59)
But the middle part won’t move with the part sticking out of the spinning part.
Any help is appreciated!
It might just be roblox physics, but I would suggest trying to tweak some things, like the size for the circles that are keeping the main pink piece in, because it looks like it doesnt have much room to work with, but again, I dont know anything about principles of mechanics
It looks like there isn’t much room from just the video, but yes, there is enough room for everything.
The green part mostly just phases through the poles, and when it hits the middle piece again, it moves it.
I updated the model (There is more room for the circles holding the poles and more room for the green part)
Now the issue is the phasing, and moving when it hits the pink piece the second time.
hmm, thats odd how it just phases through the piece
Please dont take this the wrong way but are you sure you have built the pink object correctly? Unions will act very strangely normally but especially when involved with physics. If you enlarge your union are you able to interact with it properly and stand in the emtpy areas and what not? Better yet have you set its collision fidelity to Precise Convex Decomposition?
In both videos it appears to me like the union is having collision issues but only from the inside out. The first video seems like a negation issue from the inside making it jitter. The second video shows clear collide issues, which makes me also believe the part has been built with some union issues, unless you have purposely set noncollide to the frame.
Everything you see in these videos is MeshParts.
When I set the collision fidelity to Precise Convex Decomposition, the object didn’t get affected by the green part anymore (didn’t move).
As you can see, my character lifts above the part when I am sideways, but not when I’m facing forward or backward.
Oh then for sure it is the collision fidelity of this mesh you are using… if u go into studio settings and go File > Settings > Physics > Show Decomposition Geometry… this will show better your collision areas and if the mesh has some collision shape you arent seeing.
Instead of birds eye view can u show angled view? Also just show the pink part not the whole system.
Maybe you could create a hitbox welded to the mesh instead?
Interesting… and how is the green piece going through your mesh and not just stopping the whole system?
Not really sure.
Some speculations, everything is anchored except for the pink pieces, and the green part and the plate under it uses a script to spin it around constantly.
And the green piece is weld constrained to the plate and collide selected?
Yep.
I thought before that the hitbox was on the inside too, but it would have glitched even if it wasn’t moving, and it just phased through it, so I don’t think that’s the case either.
Is the green piece just a cylinder you made or also a mesh?
Yes, it is a mesh too.
I could try making it a normal cylinder.
Its worth a quick try. . . . .
Also make sure the pink mesh is massless… or a very low density.