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Showing results for tags 'joints'.
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Fixed Joint - rigid body rotates when Anchor 0 position is moved
Saitodepaula posted a topic in Bug Reports
When attaching 2 rigid bodies with a FIXED JOINT, and the parent body is set to IMMOVABLE, the child body rotates if the ANCHOR 0 position is not zero. Also, the child body rotates in differente axis, depending on which axis the ANCHOR 0 position is changed. It only happens on the X and Y axis, not along the Z axis. If the parent body is not set to IMMOVABLE, this behaviour does not happens. Also, HINGE JOINTS have the same behaviour. UPDATE (second video): changing the parent body collision shape position has the same effect. UnigineFixedJoint.mp4 UnigineFixedJoint_B.mp4 -
All joints that I tested "stretched" with gravity force. physics_bug.world - UnigineEditor - 2.13.0.0 (DX11) 2021-04-08 19-07-00.mp4 See attachment with sample project phys_bug.zip
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Lack of ODE-like "universal" joint (2-hinge)
tower120 posted a topic in Physics, Navigation and Path Finding
http://ode.org/wikiold/htmlfile15.html#Universal - this kind of joints are pretty common in human body. It is impossible to connect joint to joint in Unigine. Ball joint does not have motor. The only viable solution I see is connecting through intermediate Body. If intermediate body could be transparent to simulation, by having zero mass, and size, that would be acceptable. But since simulation highly sensitive to mass difference... -
[SOLVED] Joints in the Editor 2
Lopez-Berbel.Pedro posted a topic in Physics, Navigation and Path Finding
Hello, I am a slightly new in Unigine. I have checked that in the Editor 1 is posible to create the joint between two objets on design mode. but on the other hand, in the Editor 2 I do not find how to create this joint on mode design. Attach an image how to do it in the Editor 1 My doubt is the following, is it possible to create a joint on design mode in the Editor 2? In the case than this is true, How could I do it? Best regards Pedro