What are the rules for connectors, moveability and gravity
I am making a simple mounted gun for a level. Essentially three parts - a pillar (single sculpt), a pivot (separate sculpt) and a gun (group of sculpts).
The pillar is attached to the pivot with a bolt that rotates so you can turn the gun left and right. The pivot is connected with another bolt to the gun so it can angle up and down. It is all connected and works fine in edit mode. Everything is non-collidable, non-moveable and without gravity.
When I try to attach a controller sensor and rotators to move the pieces things go wrong.
The pillar and pivot work fine (ie I can attach a left stick and it rotates) - though it has to be moveable. The gun on the other hand goes all ‘floppy’ on its pivot when it is made moveable. Even though ignore gravity is checked on all of its parts it behaves as though gravity affects it. Additionally it has some phantom mass (ie showing weight of 0.5kg even though all parts are at 0 mass).
I’ve tried loads of combinations of grouping and other stuff (ie turning moveability on and off on the parts) but it doesn’t work. I’m sure I’ve done this before but can’t work out how. Help please!
-
Hrm... not sure what could be causing this. If you like, you could send it to me as a collaborator or remixable so I get look around in edit mode.
-
Thanks - added you as a collaborator. I’ve wired the gun up with connectors (it is weird - for an egypt game).
The pivot and the gun are grouped. You can put a rotator on the pivot/gun that works, but when you scope in to the gun to try and put a rotator on the barrel part it doesn’t work. I KNOW for sure I’ve achieved this before and I’m sure I followed the same steps... -
Ah, I see what the problem is. The pillar one works okay because it's not being pulled down by gravity in a way that pushes against the rotator. But the gun is. So you need to turn the strength up; this is the gadget's ability to overcome other forces.
Please sign in to leave a comment.