1. #1

    Multi-joint moving objects

    Not really a newbie with the editor... But must admit I don't have a whole lot of experience with moving objects

    Anyway, looky here:
    https://imgur.com/a/ViUPsgi


    The arm rotates up, the wheel follows it while rotating too. But when I land on the wheel, I fall straight trough, with a split second jitter and collision sound.
    Tried with and without physics on the wheel. Tried with and without "Fast moving object". Doesn't seem to make any difference.
    I don't really understand how it's supposed to work? So any suggestions is much appreciated.
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  2. #2
    dragonmicky1's Avatar Member
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    You should not use animation on objects that you ride on it...
    Collisions are not good and the rider can get through objects.
    If you want to animate ramps or whatever objects that will be in contact with the rider, you should use physics joints.
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  3. #3
    Man... That makes it considerably harder to preciously control the movements. But thanks.
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  4. #4
    dragonmicky1's Avatar Member
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    There is a tip for complexe moves...
    Use can use an OPE to have the animation you aim. Unglue the ramp, then link it with a physic joint to the animated glue object ( I usually use a rotational joints with 0 degres of rotation).
    So, in that way, you can keep your animation, and the ramp will follow it.
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  5. #5
    I think dragon is explaining the same thing I was thinking, but here are my words. Use a physics joint set as point-to-point to link a physical barrier to your arm. The arm will move the barrier and the barrier will move the bike.
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