How do I ACCURATELY select spring endpoints...
3 posts • Page 1 of 1
How do I ACCURATELY select spring endpoints...
Just starting with Algodoo. Finding certain information is frustrating. For example...
I put two identical blocks on a horizontal plane.
I connected them with a spring at their facing ends. I tried to connect the ends of the spring at the same height, so the spring forces would be exactly horizontal.
Not clear how/if I can do this.
Adjusting height by eye wasn't good enough.
Tried holding keys down (Alt, Ctrl, Shift) as I dragged the 2nd end of the spring. That didn't work.
Help!
Thanks.
I put two identical blocks on a horizontal plane.
I connected them with a spring at their facing ends. I tried to connect the ends of the spring at the same height, so the spring forces would be exactly horizontal.
Not clear how/if I can do this.
Adjusting height by eye wasn't good enough.
Tried holding keys down (Alt, Ctrl, Shift) as I dragged the 2nd end of the spring. That didn't work.
Help!
Thanks.
- kaosguy
- Posts: 1
- Joined: Wed Feb 01, 2017 4:52 pm
Re: How do I ACCURATELY select spring endpoints...
Sorry that no one answered before, but the answer to that is extremely simple
THE GRID!
The grid is right beside the air friction icon. Always keep it open. And a piece of advice: always, after playing the scene, press the button facing up that is just beside the Undo button and press Undo sim start INSTEAD OF PAUSING AND DOIG WHATEVER ELSE. This keeps everything aligned to the grid perfectly. Boxes and circles have better collisions than polygons, so if a box is rotated 0.001º and you scale it, it will become a polygon.
Also very high density improves collisions a lot, and simulation frequency is best at 120 Hz (options-simulation)
THE GRID!
The grid is right beside the air friction icon. Always keep it open. And a piece of advice: always, after playing the scene, press the button facing up that is just beside the Undo button and press Undo sim start INSTEAD OF PAUSING AND DOIG WHATEVER ELSE. This keeps everything aligned to the grid perfectly. Boxes and circles have better collisions than polygons, so if a box is rotated 0.001º and you scale it, it will become a polygon.
Also very high density improves collisions a lot, and simulation frequency is best at 120 Hz (options-simulation)
- The Linkage
- Posts: 57
- Joined: Fri Aug 05, 2011 5:40 pm
- Location: Escobar, Argentina
Re: How do I ACCURATELY select spring endpoints...
Also, SHIFT+mouse wheel moves thing to front or to back (took a horrible amount of time for me to figure that out), CTRL to multi-select and clone too, and when on scale mode, SHIFT keeps things undeformed, and CTRL+ALT+SHIFT keeps them in shape and gives increments (0.125,0.25,0.33,0.5,1,2,3)
- The Linkage
- Posts: 57
- Joined: Fri Aug 05, 2011 5:40 pm
- Location: Escobar, Argentina
3 posts • Page 1 of 1
Who is online
Users browsing this forum: No registered users and 2 guests