I'm making a waterwheel sort of object that the rider has to ride on/over to get past. I want it to look somewhat realistic and right now I have 2 parallel trampolines with 8 tiles evenly spaced out around the outside of them. It works for the most part, but it takes about 5-10 seconds to steady itself right now. I currently have 2 force rotation slows on the wheel. They are just one trampoline, one circular sign for the static object, and one force rotation copied and moved over, so they are both identical.
Does anyone have any advice on how to have it be steady right away? It seems as though there's already built up tension in the force rotations when I restart the checkpoint.
I'm not sure if this would work, but I remember someone saying that you can use a dummy tool to keep spinning stuff from wobbling around. I think it was a cannibal shogun tutorial. He was building something similar to that.
-or maybe try putting car tires with free rotations in a row below the wheel, almost like round gears to guide the waterwheel and for it to lay on.
Do you usually have a trigger enable the physics so that the water-wheel will turn? If you do, then nothing can make it instantly smooth. The rotation hinges rotate even when the things they are connected to have physics disabled, when physics turns on, then all of the rotations already performed by the hinges try to instantly impart their energy on the items, causing (sometimes) unpredictable results.Originally Posted by HoorayItsMike
The dummy worked perfectly first try! Thanks a lot for that tip.
And no Shifty, they weren't being triggered by the rider. I think it was just the fact that I had two separate force rotations working simultaneously on the same wheels, and there are 8 concrete tiles glued around the outside of those wheels that cause the imbalance.
Ok, glad that you listened to CD instead of my silly shenanigans.
I guess I spoke too soon. I'm going to try a couple more things with the dummy but if they don't work I'll try the second wheel underneath.
Also, the wheel seems to act differently from when I restart the checkpoint that it's at as opposed to getting to it for the first time while riding the track normally. Any reason for this?
try force rotation on one side and free rotation on the other? centered well of corse
The physics objects don't activate until your with-in range, so I think it has to with the speed in which you approach the physics object. There seems to be like a millisecond lag if your coming through the checkpoints as opposed to starting at the checkpoint before your physics object. There's nothing you can do about it that I know of unfortunately.Originally Posted by HoorayItsMike
Alright well I just completely remade it and used 2 force rotations and the dummy tools and took every single precaution I could think of to make sure that everything was centered and symmetrical. It works now very nicely. On the checkpoint start it is a little bit slow on startup, but a medium rotation was WAY too fast so I just won't worry about it. Plus if you're going for a 0 fault run it won't matter cause the wheel will already have its momentum by the time you get to it. Thanks guys for the tips.
If a rotation is too fast you can always use and angular damper or two to slow it down![]()