After one AI search, I learned that what I was looking for is called Joints. So, after moving the boring landscape/terrain stuff into its own Plugin, I got busy trying to make a wheel axle using Joints.
Side note: Did you know that dividing by 0.2 is not the same as dividing by 2.0? You did? Huh, apparently I'm special then. My smooth brain wasn't able to see the difference, and this combined with the fact that I was setting the joints on the wrong side of the axis, costed me about 4 hours of trying to figure out why everything exploded as soon as it got connected.
But alas, I managed to build the wheels on axles that I had envisioned, and the results were!!... very underwhelming at best... +sigh+
The way I set up the spring-like Joints made the car's axles unstable and shaky, and the car was barely able to turn. On top of that, the wheels kept on spinning for some reason.
In light of that, I gave it a quick (desperate) try to set the front axle to be the one in control, both acceleration and turning-wise, but I failed. All I got was a sad boring static box.
So, I'm frustrated and it looks like it is back to the drawing-board for me. There isn't much info (besides some examples) on Avian Joints, but I guess the concepts aren't exclusive to this Physics Engine, so I'll look at other places. Hopefully this new week it will go better.
-CAV

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