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How can I prevent two parts from colliding in a joint?


Yue
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  • 2 weeks later...
On 1/2/2022 at 6:12 AM, Josh said:

Two entities that are connected with a joint will not collide with each other.

Your comment is spot on.  What happens is that by moving the rigid bodies to the joints of the character, there is a clash between several pieces while creating the joints. 

In this case, setting the collision to debris type solves the problem. 

Another issue is that I have problems with the rotations of the bone reticulations and the rotation of the rigid body, for some reason it doesn't match.

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If you are creating a hinge joint, the starting orientation is an angle of zero. There is no correlation between the entity rotations and the joint angle.

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6 hours ago, Josh said:

Are you using SetMatrix()? You should probably just use SetPosition and SetRotation (using a quaternion) to avoid any problems with scaling.

What I am doing is taking the bone of the foot and telling it to be son of the rigid body for the ragdoll effect of the foot. 

Then I have found solution to the problem, and that is that it is the respective rotation of the bone I have to set it to 0,0,0 locally. 

 

--Test Ragdoll.
	if Input:GetKeyHit(Key.R) and self.ragdoll == false then 
		self.ragdoll = true
		
		if self.ragdoll == true and self.player:GetPhysicsMode() ~=  Entity.RigidBodyPhysics then 
			if self.player:GetPhysicsMode() == Entity.CharacterPhysics then 
				self.player.meshPlayer:SetMass(0)
				self.player:SetPhysicsMode(Entity.RigidBodyPhysics)
				
				self.RPlayer:InitShapes()
				self.RPlayer:InitJoints()
				self.RPlayer:SetRotations(true)	
				self.RPlayer:SetPositions()
				
				self.RPlayer:SetParents()
				self.RPlayer:SetMass(10)
					
			end
		end 
	end

The above script is the prototype to activate the ragdoll effect, I am using the SetRotation and SetPosition.  

 

 

 

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