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  3. HOW TO: Weld a tag group's members to a hub in gravity?

HOW TO: Weld a tag group's members to a hub in gravity?

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  • D Offline
    D Offline
    Deeeds
    wrote on last edited by
    #1

    Objects like a bladed propeller. Some of the objects have physics interactions with elements of the world. Most of them are just decoration and visual adornments. Normally they'd be walls or scenery. But they all need to rotate with the hub. So they need to be welded to the hub, and then (all of them) changed into physics objects so they rotate with the hub, when it is rotated.

    However... from a third party with the code, using tags, this seems to be impossible.

    What's the right/correct and working way to achieve this in a world with gravity, such that as they're connected, these items don't lose their relative position to the hub as they're converted to physics objects.

    iTap DevelopmentI Aidan_FireA 2 Replies Last reply
    0
    • D Deeeds

      Objects like a bladed propeller. Some of the objects have physics interactions with elements of the world. Most of them are just decoration and visual adornments. Normally they'd be walls or scenery. But they all need to rotate with the hub. So they need to be welded to the hub, and then (all of them) changed into physics objects so they rotate with the hub, when it is rotated.

      However... from a third party with the code, using tags, this seems to be impossible.

      What's the right/correct and working way to achieve this in a world with gravity, such that as they're connected, these items don't lose their relative position to the hub as they're converted to physics objects.

      iTap DevelopmentI Offline
      iTap DevelopmentI Offline
      iTap Development
      wrote on last edited by
      #2

      @Deeeds if the hub is stationary, you could give the objects really high air resistance and then attach and change the air resistance back?
      But making them physics and then attaching shouldn’t let them move much at all.

      D 1 Reply Last reply
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      • iTap DevelopmentI iTap Development

        @Deeeds if the hub is stationary, you could give the objects really high air resistance and then attach and change the air resistance back?
        But making them physics and then attaching shouldn’t let them move much at all.

        D Offline
        D Offline
        Deeeds
        wrote on last edited by
        #3

        @iTap-Development I can't even get a group of tagged objects to connect by weld to another specific object. At all. Is this possible?

        iTap DevelopmentI 1 Reply Last reply
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        • D Deeeds

          @iTap-Development I can't even get a group of tagged objects to connect by weld to another specific object. At all. Is this possible?

          iTap DevelopmentI Offline
          iTap DevelopmentI Offline
          iTap Development
          wrote on last edited by
          #4

          @Deeeds you would maybe need to do a for each

          D 1 Reply Last reply
          0
          • iTap DevelopmentI iTap Development

            @Deeeds you would maybe need to do a for each

            D Offline
            D Offline
            Deeeds
            wrote on last edited by
            #5

            @iTap-Development Yes, I've tried this. It doesn't work. For Each tag and Weld don't seem compatible because the Weld behaviour is restrictively the "wrong way round".

            iTap DevelopmentI 1 Reply Last reply
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            • D Deeeds

              @iTap-Development Yes, I've tried this. It doesn't work. For Each tag and Weld don't seem compatible because the Weld behaviour is restrictively the "wrong way round".

              iTap DevelopmentI Offline
              iTap DevelopmentI Offline
              iTap Development
              wrote on last edited by
              #6

              @Deeeds huh...I’ll try it in a little bit

              1 Reply Last reply
              0
              • D Deeeds

                Objects like a bladed propeller. Some of the objects have physics interactions with elements of the world. Most of them are just decoration and visual adornments. Normally they'd be walls or scenery. But they all need to rotate with the hub. So they need to be welded to the hub, and then (all of them) changed into physics objects so they rotate with the hub, when it is rotated.

                However... from a third party with the code, using tags, this seems to be impossible.

                What's the right/correct and working way to achieve this in a world with gravity, such that as they're connected, these items don't lose their relative position to the hub as they're converted to physics objects.

                Aidan_FireA Offline
                Aidan_FireA Offline
                Aidan_Fire
                wrote on last edited by Aidan_Fire
                #7

                @Deeeds Are these objects being spawned or something? I’m going to guess yes, because otherwise it would be really easy if I’m understanding this right. Which object has the tag, the hub or the propeller blades?

                1 Reply Last reply
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                • Aidan_FireA Offline
                  Aidan_FireA Offline
                  Aidan_Fire
                  wrote on last edited by Aidan_Fire
                  #8

                  Lol, here’s my propeller: http://bit.ly/2lnmDzg don’t forget to press the centre to make it spin!
                  But I must be missing something, because this was really easy to make.

                  D 2 Replies Last reply
                  0
                  • Aidan_FireA Offline
                    Aidan_FireA Offline
                    Aidan_Fire
                    wrote on last edited by
                    #9

                    Lol now I’m just having fun with physics. http://bit.ly/2lmsYe6

                    1 Reply Last reply
                    0
                    • Aidan_FireA Aidan_Fire

                      Lol, here’s my propeller: http://bit.ly/2lnmDzg don’t forget to press the centre to make it spin!
                      But I must be missing something, because this was really easy to make.

                      D Offline
                      D Offline
                      Deeeds
                      wrote on last edited by
                      #10

                      @Aidan-Oxley Did you use a 3rd party to create the joints?

                      I can't get your project to get past 100% loading...

                      1 Reply Last reply
                      0
                      • Aidan_FireA Aidan_Fire

                        Lol, here’s my propeller: http://bit.ly/2lnmDzg don’t forget to press the centre to make it spin!
                        But I must be missing something, because this was really easy to make.

                        D Offline
                        D Offline
                        Deeeds
                        wrote on last edited by
                        #11

                        @Aidan-Oxley Yes, you have missed something. You aren't using a third party to create the joints. You're doing it within the hub.

                        I specifically said that the problem is in third party creation of this relationship.

                        eg. Three types of objects:

                        A Hub

                        The Blades

                        A Factory

                        The Factory attempts to create joints between blades and the hub. This is where I'm having the problem.

                        Aidan_FireA 1 Reply Last reply
                        0
                        • D Deeeds

                          @Aidan-Oxley Yes, you have missed something. You aren't using a third party to create the joints. You're doing it within the hub.

                          I specifically said that the problem is in third party creation of this relationship.

                          eg. Three types of objects:

                          A Hub

                          The Blades

                          A Factory

                          The Factory attempts to create joints between blades and the hub. This is where I'm having the problem.

                          Aidan_FireA Offline
                          Aidan_FireA Offline
                          Aidan_Fire
                          wrote on last edited by Aidan_Fire
                          #12

                          @Deeeds There is no way to weld attach (or any attach) two objects in a tag from an outside object. Using tags, one of the objects being connected must have the behaviour inside itself.

                          D 1 Reply Last reply
                          1
                          • Aidan_FireA Aidan_Fire

                            @Deeeds There is no way to weld attach (or any attach) two objects in a tag from an outside object. Using tags, one of the objects being connected must have the behaviour inside itself.

                            D Offline
                            D Offline
                            Deeeds
                            wrote on last edited by
                            #13

                            @Aidan-Oxley Thank you!!!

                            A forthright negative is very helpful!!!

                            Aidan_FireA 1 Reply Last reply
                            0
                            • D Deeeds

                              @Aidan-Oxley Thank you!!!

                              A forthright negative is very helpful!!!

                              Aidan_FireA Offline
                              Aidan_FireA Offline
                              Aidan_Fire
                              wrote on last edited by
                              #14

                              @Deeeds You can half do it. The outside object would have to select one definite object that does not change, and the other being a tag. But I’m pretty sure this isn’t what you want.

                              D 1 Reply Last reply
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                              • Aidan_FireA Aidan_Fire

                                @Deeeds You can half do it. The outside object would have to select one definite object that does not change, and the other being a tag. But I’m pretty sure this isn’t what you want.

                                D Offline
                                D Offline
                                Deeeds
                                wrote on last edited by
                                #15

                                @Aidan-Oxley This has a bug.

                                The resultant connection (when using Weld) is very weak, like a spring. So much so that it's very similar to how a soft body rig might be setup. Not in a good way.

                                Aidan_FireA 1 Reply Last reply
                                0
                                • D Deeeds

                                  @Aidan-Oxley This has a bug.

                                  The resultant connection (when using Weld) is very weak, like a spring. So much so that it's very similar to how a soft body rig might be setup. Not in a good way.

                                  Aidan_FireA Offline
                                  Aidan_FireA Offline
                                  Aidan_Fire
                                  wrote on last edited by Aidan_Fire
                                  #16

                                  @Deeeds Yep. I want a solid physics attach too, one that doesn’t allow for any springyness at all. Like gluing and nailing two objects together. Make sure your two objects being welded have similar masses, it helps a bit. And high physics refresh rate etc.

                                  D 1 Reply Last reply
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                                  • Aidan_FireA Aidan_Fire

                                    @Deeeds Yep. I want a solid physics attach too, one that doesn’t allow for any springyness at all. Like gluing and nailing two objects together. Make sure your two objects being welded have similar masses, it helps a bit. And high physics refresh rate etc.

                                    D Offline
                                    D Offline
                                    Deeeds
                                    wrote on last edited by
                                    #17

                                    @Aidan-Oxley The best way to get solid welds, I've found, is all that you're saying, but for a couple of things:

                                    1. use zero mass in the slave/child objects

                                    2. Connect from slave/child to the parent. Not the other way around.

                                    In other words, the inverse of what you've done in your example files.

                                    Where you have connected from the parent to the children, and used massive mass in the "blades".

                                    Aidan_FireA 1 Reply Last reply
                                    0
                                    • D Deeeds

                                      @Aidan-Oxley The best way to get solid welds, I've found, is all that you're saying, but for a couple of things:

                                      1. use zero mass in the slave/child objects

                                      2. Connect from slave/child to the parent. Not the other way around.

                                      In other words, the inverse of what you've done in your example files.

                                      Where you have connected from the parent to the children, and used massive mass in the "blades".

                                      Aidan_FireA Offline
                                      Aidan_FireA Offline
                                      Aidan_Fire
                                      wrote on last edited by
                                      #18

                                      @Deeeds All of the propeller has massive mass, all of them having the same mass. When any of them are set to zero, it all goes mushy.

                                      D 2 Replies Last reply
                                      0
                                      • Aidan_FireA Aidan_Fire

                                        @Deeeds All of the propeller has massive mass, all of them having the same mass. When any of them are set to zero, it all goes mushy.

                                        D Offline
                                        D Offline
                                        Deeeds
                                        wrote on last edited by
                                        #19

                                        @Aidan-Oxley Give the blades zero mass. They don't need any mass. They inherit sufficient mass from the hub.

                                        Then connect the other way around, from blades to hub. It will be tighter/stronger welds. Still not perfect, but better.

                                        1 Reply Last reply
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                                        • Aidan_FireA Aidan_Fire

                                          @Deeeds All of the propeller has massive mass, all of them having the same mass. When any of them are set to zero, it all goes mushy.

                                          D Offline
                                          D Offline
                                          Deeeds
                                          wrote on last edited by
                                          #20

                                          @Aidan-Oxley

                                          I had an idea to rotate all members of a tag, around a manually created anchor point. But came across a strange bug.

                                          in the green object, try selecting the isolated rotate by1 behaviour

                                          It crashes, for me... every single time I select this behaviour...

                                          http://bit.ly/2ljeJHF

                                          Aidan_FireA 1 Reply Last reply
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