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Chain Physics


macklebee
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Looking at having a chain between two rotating cylinders and I am trying to figure out the best way to achieve this. I assume a joint, but how do you create the shape of the chain? Is this something where you would have to wait until runtime and load the individual links and create joints? and if so, how do you get it to follow a specific path?

 

Ideas? Suggestions?

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

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Guest Red Ocktober

is the chain going to be like a bicycle chain... with links that catch the teeth of the cylinders...

 

--Mike

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is the chain going to be like a bicycle chain... with links that catch the teeth of the cylinders...

 

--Mike

 

sure... it can be for this discussion. I wasn't really focusing on the movement part but more on how the chain could be created so it could actually be moved...

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

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You could load them at runtime like you said and make the first one follow a waypoint. If the others are connected via joints, they should then follow the chain link it was jointed to. That would probably create a cool snake effect. Would just need to think about how to make the last one stay connected to the first one. Not sure what would happen if you jointed the last one to both the one in front and the first link when the first link is the thing driving all the others. Would be cool to see it in action though.

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