Tires rotating around 2 wheels

Hello everyone!
I’m quite new to robloxes physics and I have a question about it. (Sorry if this is the wrong catagory but I can’t find a specific catagory for physics.)
image
The cylinders have a rotvelocity of 50,0,0
I want to make ‘tires’ of the image above rotate around the cylinders. I’ve tried many things and my current one sort of works but the ‘tires’ fall down. I have RopeConstraints at the edges of the parts.
image (there’s also one at the other side)
This happens:
image
I lowered the length of the constraints to near zero and it didn’t improve much.
I also tried rod constraints but they don’t work.

Any suggestions are appreciated!

Try using hinge constraints in place of the rope constraints on the track. That should allow the track to keep its form while also rotating.

4 Likes

I keeps the tracks on the same spot but I can’t manage to rotate them around the wheels.

It looks as though Rope Constraints are being used to link the chains, this is not a good idea as the ropes can extend and malform very easy.

I would suggest using HingeConstraints to link the chains - you only need one Hinge to connect to pieces.

It may also be worth swapping your Cylinder Wheels for a 6-8 sided shape as well, just to provide a little more grip to the hinged segments.

3 Likes

I’ve changed the cylinder into a 8 sided object and I linked the track with HingeConstraints but I’m not entirely sure what you mean with 1 hinge for 2 parts.
Currently I have it like this:


Is this what you mean? If so, the hinges won’t rotate at all. I’ve tried setting them to serve or motor but it doesn’t seem to work.
This is what I’m doing so far:
Thiny.rbxm (16.1 KB)

Seems to me this is happening because of collisions. If I were you, I would try creating two collision groups, one for the black parts of the tread, and one for the white. This way they can’t collide with each other, but can with everything else.

1 Like
local pService = game:GetService("PhysicsService")

pService:CreateCollisionGroup("Track1")
pService:CreateCollisionGroup("Track2")
pService:CollisionGroupsAreCollidable("Track1","Track2",false)

for k,v in pairs(script.B:GetChildren()) do
	pService:SetPartCollisionGroup(v,"Track1")
end
for k,v in pairs(script.W:GetChildren()) do
	pService:SetPartCollisionGroup(v,"Track2")
end
script.B.Parent = workspace
script.W.Parent = workspace

Doesn’t seem to work sadly :confused:
(B = all the black part, W = all the white parts)
Even when they are on the ground they stay like they are:
image

1 Like

This was to try and solve your tread sagging issue, did it help with that?

And are the wheels transparent in that photo?

In that foto there are no wheels, it just shows it stays in the same shape with or without wheels.

Do you mind sending me the treads? I have a theory…

Sure no problem!
I didn’t read your question properly sorry, want me to send you the place? I can do that.