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Found 4 results

  1. 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
  2. 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...
  3. In documentation clearly stated that high mass ratios should be avoided with joints. But if I really need to connect objects with masses up to 1:20. Is there something I can do besides using third-party physics solutions? Like increasing iterations count (setNumIterations)? Or something like that?
  4. 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