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FixedAngleJoint vs FixedRotation

Topics: User Forum
Feb 16, 2012 at 6:46 PM

I tried both methods in my game and they both kept the upper portion straight while rotating the wheel below. Personally, I use the fixed rotation method rather than creating the fixed angle joint. So I don't know why you are getting that result.

Feb 19, 2012 at 12:07 PM

Ya i think the linking order has a huge impact on the the outcome.I dunno which way you did the fixed angle joint fixing ,but i think if you do it in a different order you might get different results .And i think you should put a linear velocity on the wheel if you want it to move( like run) ,if you put a linear velocity on the box it'll be like somebody pushing on your shoulders to make you move ,that is i'm guessing you're trying to make the legendary character model with a wheel and box right?

Feb 19, 2012 at 1:05 PM

Hehe true true ...it's like i dont know why this random thing isn't working ,but it used to :D

Feb 20, 2012 at 3:43 PM

Well you could always raycast to see where are the different parts of your model.Say if its on the edge,the ray cast on on side will be a much smaller distance then the the side that is sorta hanging of the ledge ,so knowing that you could make the wheel harder to turn and start the timer and run the animation when you wish ...something along the those line... hope I made at least some sense

Feb 22, 2012 at 3:34 PM

Hehe ,but i think that using Farseer will pay off greatly in the end :)