Hope this helps. Any questions please ask and I'll get back to you.
https://www.youtube.com/watch?v=pk6mCQH-yWA
Helpful video for the beginners. Had a little chuckle at the burp around 2.55.
Just some feedback to consider.
It's probably also good if you mentioned that you have to put the pivot point exactly in the middle to make the object rotate correctly around its own axis. (Maybe you said it and I missed it. Using OPE is much easier to achieve this)
Also you could have mentioned the use of Object Position Events to rotate objects instead of physics triggers. That's always better if the object is not on the driveline to minimize use of memory and such. ( You mentioned you weren't yet familiar with the advanced stuff so might be because of that.)
Maybe you could also shortly explain what every option does in the advance menu.
Or instead of a tutorial about spinning objects using the physics joint, you could do one about every type of physics joint. (again, I don't know how far advanced you are with the editor)
Cool video nonetheless.
p.s: There is also this--> link tutorials on evo
Speaking of which, how do you attach an Object Position Event to a Pivot? It won't let me select the Pivot as an Event Target.Originally Posted by Rishaan Go to original post
I'm not really sure. I almost never use glued objects, but if you have a glued object you can just select it and it will automatically connect to the pivot point of the glued objects.Originally Posted by RustySpider Go to original post
edit: I just tried it, and if you have objects glued to eachother and you select one of the objects it will indeed automatically select the pivot point.