hyperPad hyperPad Forum
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Search
    • Login

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

    Scheduled Pinned Locked Moved
    Help and Support
    3
    23
    948
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • iTap DevelopmentI
      iTap Development @Deeeds
      last edited by

      @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 Reply Quote 0
      • D
        Deeeds @iTap Development
        last edited by

        @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 Reply Quote 0
        • iTap DevelopmentI
          iTap Development @Deeeds
          last edited by

          @Deeeds you would maybe need to do a for each

          D 1 Reply Last reply Reply Quote 0
          • D
            Deeeds @iTap Development
            last edited by

            @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 Reply Quote 0
            • iTap DevelopmentI
              iTap Development @Deeeds
              last edited by

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

              1 Reply Last reply Reply Quote 0
              • Aidan_FireA
                Aidan_Fire @Deeeds
                last edited by Aidan_Fire

                @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 Reply Quote 0
                • Aidan_FireA
                  Aidan_Fire
                  last edited by 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 2 Replies Last reply Reply Quote 0
                  • Aidan_FireA
                    Aidan_Fire
                    last edited by

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

                    1 Reply Last reply Reply Quote 0
                    • D
                      Deeeds @Aidan_Fire
                      last edited by

                      @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 Reply Quote 0
                      • D
                        Deeeds @Aidan_Fire
                        last edited by

                        @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 Reply Quote 0
                        • Aidan_FireA
                          Aidan_Fire @Deeeds
                          last edited by 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 1 Reply Last reply Reply Quote 1
                          • D
                            Deeeds @Aidan_Fire
                            last edited by

                            @Aidan-Oxley Thank you!!!

                            A forthright negative is very helpful!!!

                            Aidan_FireA 1 Reply Last reply Reply Quote 0
                            • Aidan_FireA
                              Aidan_Fire @Deeeds
                              last edited by

                              @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 Reply Quote 0
                              • D
                                Deeeds @Aidan_Fire
                                last edited by

                                @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 Reply Quote 0
                                • Aidan_FireA
                                  Aidan_Fire @Deeeds
                                  last edited by 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 1 Reply Last reply Reply Quote 0
                                  • D
                                    Deeeds @Aidan_Fire
                                    last edited by

                                    @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 Reply Quote 0
                                    • Aidan_FireA
                                      Aidan_Fire @Deeeds
                                      last edited by

                                      @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 Reply Quote 0
                                      • D
                                        Deeeds @Aidan_Fire
                                        last edited by

                                        @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 Reply Quote 0
                                        • D
                                          Deeeds @Aidan_Fire
                                          last edited by

                                          @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 Reply Quote 0
                                          • Aidan_FireA
                                            Aidan_Fire @Deeeds
                                            last edited by

                                            @Deeeds Wow, never had that before. What did you do to that behaviour??

                                            D 2 Replies Last reply Reply Quote 0
                                            • First post
                                              Last post