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Black Mesa
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Joined: 25th Mar 2006
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Posted: 17th Aug 2006 00:54
Has anyone made any working code that will rotate a bunch of rigid bodies that are joined together. I tried using the rotate object commands and the phy rotate rigid body commands but they didnt seem to work.

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Mike Johnson
TGC Developer
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Posted: 17th Aug 2006 10:03
Try enabling the kinematic property for your rigid bodies. There's a demo included in the rigid bodies folder that shows how this works.
Black Mesa
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Posted: 18th Aug 2006 01:31
No luck. All I want is so that I can hit 'D' and rotate the catapult to a new heading.



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Mike Johnson
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Posted: 18th Aug 2006 10:26
Thanks for posting source code. Always helps to see what is going on WKinematic objects are useful in some cases but after seeing what you're doing then you need to do something more. Restructuring the catapult will be helpful here. Ideally you need some kind of support for it to sit on and then you can add in a turning point which uses a revolute joint. The addition of some extra parts will make all of this possible. It will take a little longer to set up but you will have a pretty flexible catapult at the end that can do all you want. The Dark Physics\Demos\Joints\Revolute Joint demo may be useful to you. It shows how you can turn things by using motors and joints.
Black Mesa
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Posted: 19th Aug 2006 02:37
Hrrrrmmm, still nothing.



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Mike Johnson
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 19th Aug 2006 08:31
I have made some changes to your program:

* after creating box 3 adjust the line where it makes the revolute joint from phy make revolute joint 1, 2, 3, 0, 0, 1, 0, 15, 0 to phy make revolute joint 1, 2, 3, 0, 1, 0, 0, 15, 0

* add this line in to spin the catapult around phy set rigid body angular velocity 3, 0, 1, 0

Still going to need some further work to sort it out but it's a step in the right direction.

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