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

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    • iTap DevelopmentI
      iTap Development @Deeeds
      last edited by

      @Deeeds you would maybe need to do a for each

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      • 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

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          • 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.

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              • Aidan_FireA
                Aidan_Fire
                last edited by

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

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                • 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...

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                  • 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.

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                      • 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.

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                          • 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.

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                              • 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.

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                                  • 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.

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                                    • 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??

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                                        • D
                                          Deeeds @Aidan_Fire
                                          last edited by

                                          @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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                                          • D
                                            Deeeds @Aidan_Fire
                                            last edited by

                                            @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.

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