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    Jointing rituals.

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    • B Offline
      broli
      last edited by

      Ok in the current sp2 beta there seems to be some jointing ritual that you have to follow carefully for a succesful setup. Could this maybe added to the official docs, or fixed in a future version so that it's less sensitive? I'm really having trouble with a setup that I'm trying to get.

      The current method is kind of counter intuitive. The joints seem to be very sensitive.

      Adding a joint to a group then attaching someting to that joint.
      adding an object attached to a joint to a group.
      Adding an object to a group that is jointed.
      Removing an object from a group that is jointed.
      Copying jointed groups.
      ...

      All of these actions behave negativly on the overall setup in some way. Please please fix this.

      **Edit:**Let me add a few other things πŸ˜› .

      Is it normal that objects are stretchy when jointed. I mean you can pull them quit far from their jointed place or even "bend" them in the non rotating axes.

      Also a "disconnect all joints" button would be helpfull.

      I'm sorry if this seems bothersome. but I'm making a unique project and it tests sp to the limit.

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      • C Offline
        CPhillips
        last edited by

        @unknownuser said:

        Adding a joint to a group then attaching someting to that joint.
        adding an object attached to a joint to a group.
        Adding an object to a group that is jointed.
        Removing an object from a group that is jointed.
        Copying jointed groups."

        Except for copying a jointed group all that should work. Altho it may be touchy. Can you describe more fully where you are having the problem.

        Joints are only as strong as the objects they are connected to. If your joints seem bendy you need to make the objects bigger.

        You can disconnect all joints by Shift + double click when using the Joint Connection tool.

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        • F Offline
          fefillo
          last edited by

          I'm having the same type of problem you mention here, where depending on the exact order I do things or if the hierarchy is just a tad different, components that (in my mind) should behave the same, sometimes have different behaviors (ie. one component might be held solid in its jointed place, while the other is wobbly).

          I have yet to figure out what the preferred order to do things is so that joints will behave optimally.

          Right now, this is the rough order I use to add joints, please let me know if I'm doing something wrong:
          1 - Create parts
          2 - Group parts into individual groups/components
          3 - Create joint
          4 - Attach joint to part
          5 - Group joint + part
          6 - Attach "joint+part group" to parent part

          This generally works for simple joints, but when I try to build more complex assemblies (ie. attach a hinged component to a servo'ed component) I have very mixed results.

          Any guidance or rule of thumbs to follow would be greatly appreciated.

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          • C Offline
            CPhillips
            last edited by

            The method you are using should work. I would need more details to find out why you are having problems with more complex stuff. One problem may be that joints can only be one level deep in a group.

            Post a model with a problem and Ill take a look.

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