HOW TO: Weld a tag group's members to a hub in gravity?
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@Deeeds you would maybe need to do a for each
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@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".
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@Deeeds huh...I’ll try it in a little bit
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@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?
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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. -
Lol now I’m just having fun with physics. http://bit.ly/2lmsYe6
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@Aidan-Oxley Did you use a 3rd party to create the joints?
I can't get your project to get past 100% loading...
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@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.
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@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.
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@Aidan-Oxley Thank you!!!
A forthright negative is very helpful!!!
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@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.
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@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.
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@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.
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@Aidan-Oxley The best way to get solid welds, I've found, is all that you're saying, but for a couple of things:
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use zero mass in the slave/child objects
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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".
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@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.
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@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.
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@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...
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@Deeeds Wow, never had that before. What did you do to that behaviour??
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@Aidan-Oxley I'm pretty sure it's the sequence of setting the loop and the combination of that particular ease curve. It doesn't happen for linear or other ease types. Only that one.
I duplicated the rotate, and then reversed the direction, then chained them, then tested it... it worked, but I wanted to change something, and that's when I selected it and found the bug.
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@Aidan-Oxley btw, this is kind of normal for my experiences with hyperPad. I try something, and find something buggy, and then do a couple of restarts, and then move around it.
Today's biggest accomplishment is that I figured out I can do this kind of rotation of a tag, so long as I don't do loops with Ease Out Exponential set as the curve type.