Browse Search Popular Register Upload Rules User list Login:
Search:
Jointtrick 07

Image:
screenshot of the scene

Author: DrBalk

Group: Educational

Filesize: 19.96 kB

Date added: 2014-04-15

Rating: 5

Downloads: 198

Views: 269

Comments: 2

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

Tags:

Scene tag

I found no way to make the fixjoint work properly when given GeomIDs were read before. So i made my own fixjoint, creating two circles inside of the rings which i can fix, so the rings are fixed as consequence, but its a bit... too much for the need? maybe a simple body1=body2 is enough but i cant code it.

tags: xray Xray




Da das addFixJoint nicht zuverlässig funktioniert, baue ich
selbst eines. Dazu werden an den beiden Stellen neue
Kreise kreiert, die dann verbunden werden.
Last edited at 2014/04/15 07:22:29 by DrBalk
Please log in to rate this scene
edit
Responses to this scene
show list
Title: Joint Trick
Rating: 5.625
Filesize: 14.25 kB
Downloads: 436
Comments: 2
Ratings: 2
Date added: 2014/04/18 13:47:04
Made with: Algodoo v2.1.0
Rating: rated 5.6
download
I'm looking into this for a good solution for you, but if anyone else can solve this for DrBalk, then please do and leave a comment. I already informed DrBalk that the Body attribute values cannot be changed once they have been assigned. You can only assign a Body value when spawning a new geometry.

I hope to figure out something for you soon!
Well, DrBalk... I have been consulting with kilinich about this issue (he knows more about Algodoo and Thyme scripting than anyone else except for maybe Emil the developer)and according to him, you cannot glue two objects together with script directly. The only way that it can be done is to delete one of the objects during a collision, and then spawn a copy of it with the same body number as the other object. When two geometries share the same body number, they are glued to each other.

So, that's how you have to do it.
Last edited at 2014/04/16 19:54:02 by Xray