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Posted

image.thumb.png.30a341077af1dbd178b4d6bffaf395df.png

 

When I press the R key, the joint searches for the position and rotation of the cylinders.

From my point of view the joint should fall to the ground without any problem, but I have a strange behavior, and the joint moves to the right of the stage until it falls off the platform.

image.thumb.png.3dd3af85406ea719f0bcc0ed2dfab765.png

 

Script.player = nil --entity "Player"
Script.mThorax = nil --entity "mThorax"
Script.thorax = nil --entity "Thorax"


function Script:Start()

	self.mThorax:SetParent(self.player,true)

	self.player:SetColor(1,0,0)
	
	self.entity:SetMass(10)
	self.thorax:SetMass(10)

	self.pin = self.entity:GetPosition(true)

	self.joint = Joint:Hinge(self.pin.x,self.pin.y,self.pin.z,1,0,0, self.thorax, self.entity)

	
	self.joint:EnableLimits()
	self.joint:SetLimits(0,90)
	


end



function Script:UpdateWorld()
	self.GetRot = self.player:GetRotation(true)
	self.GetRot2= self.mThorax:GetRotation(true)
	self.GetPos = self.player:GetPosition(true)
	self.GetPos2= self.mThorax:GetPosition(true)


	if Window:GetCurrent():KeyDown(Key.G) then 
		self.player:Turn(0,1,0,false)
	
		
	end
	

	
	
	
	if Window:GetCurrent():KeyHit(Key.R) then
		self.entity:SetRotation(self.GetRot,true)
		self.entity:SetPosition(self.GetPos,true)
		
		
		self.thorax:SetPosition(self.GetPos2,true)
		self.thorax:SetRotation(self.GetRot2,true)

		self.player:SetParent(self.entity,true)
		self.mThorax:SetParent(self.thorax,true)
	end


end

 

 

 

Astrocuco.thumb.png.c76e0fb3de2d6e437e7dca099625e11e.png

Posted

I discovered something, at the moment of moving the rigid bodies of the joint, the target cylinders have the collision prop, that's why the effect, however if I put the collision of those cylinders in Collision.None ( Simulating Ragdoll ). This does not happen anymore.

 

 

Astrocuco.thumb.png.c76e0fb3de2d6e437e7dca099625e11e.png

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