Sliding Joints
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Sliding Joints
I think I might have suggested this before on the old forums, but never in the official suggestions. A sliding joint is basically a piston. You can see what I am talking about on Incredibots.com. It is much more useful than a spring or having to create a giant one yourself that only moves like half an inch.
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Laraso - Posts: 241
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Re: Sliding Joints
So basically kindof like a suspesion system thats also a joint??
I dont really follow.
But sounds cool.
I dont really follow.
But sounds cool.
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Rhett97 - Posts: 522
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Re: Sliding Joints
Basically a pre-scripted hydraulic?
That would be nice... Making your own physics based ones doesn't always work flawlessly, it would be nice to have a hydraulic tool.
But you're right, this was suggested on the old forum before.
That would be nice... Making your own physics based ones doesn't always work flawlessly, it would be nice to have a hydraulic tool.
But you're right, this was suggested on the old forum before.
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TheWonkits - Posts: 1128
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Re: Sliding Joints
TheWonkits wrote:Basically a pre-scripted hydraulic?
Yup, pretty much. I think it would be useful, but I know there are others who have that do-it-yourself attitude that wouldn't really agree with me.
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Laraso - Posts: 241
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Re: Sliding Joints
It ould be a nice addition, but not the top of my priority list. We have snap to grid to make flawless pistons now.
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ZCW11728 - Posts: 125
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Re: Sliding Joints
Yes. I supported and still support this feature!
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Paradigm 29 - Posts: 284
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Re: Sliding Joints
Paradigm 29 wrote:Yes. I supported and still support this feature!
as did/do i
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Chronos - [Most Active Member 2010]
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Re: Sliding Joints
Yes this is great, even with the grid my pistons, when moving heavy objects, implode and the coloisions are pretty much ignored. I would love to see this.
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Mr. Universe - Posts: 26
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Re: Sliding Joints
nah.
if you want a more reliable piston, just constrain it with a linkage(like the A-frame, hoekens linkage, chebychev linkage.... something which will produce a straight line(or an approximation. 4-bar linkages can NEVER do a straight line, if you do the math.))
if you want a more reliable piston, just constrain it with a linkage(like the A-frame, hoekens linkage, chebychev linkage.... something which will produce a straight line(or an approximation. 4-bar linkages can NEVER do a straight line, if you do the math.))
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RA2lover - Posts: 607
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Re: Sliding Joints
The point is that it would be usefull to not have to build complicated pistons or linkages that, in the end, wont work well at high speeds or collision rates. i support this.
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Versieon - Posts: 375
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Re: Sliding Joints
RA2lover wrote:nah.
if you want a more reliable piston, just constrain it with a linkage(like the A-frame, hoekens linkage, chebychev linkage.... something which will produce a straight line(or an approximation. 4-bar linkages can NEVER do a straight line, if you do the math.))
The whole point in this suggestion is to eliminate the hassle of having to do this everytime you want to make a piston. As for the A frame, I have no idea what that has to do with anything.
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Laraso - Posts: 241
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Re: Sliding Joints
Laraso wrote:RA2lover wrote:nah.
if you want a more reliable piston, just constrain it with a linkage(like the A-frame, hoekens linkage, chebychev linkage.... something which will produce a straight line(or an approximation. 4-bar linkages can NEVER do a straight line, if you do the math.))
The whole point in this suggestion is to eliminate the hassle of having to do this everytime you want to make a piston. As for the A frame, I have no idea what that has to do with anything.
You haven't seen the A-frame linkage before, have you?
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RicH - [Funniest Person 2010]
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Re: Sliding Joints
Actually yes, I have, it comes free with Phun and Algodoo. I don't understand what advantage it would give when creating a sliding joint, though.
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Laraso - Posts: 241
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Re: Sliding Joints
Laraso wrote:Actually yes, I have, it comes free with Phun and Algodoo. I don't understand what advantage it would give when creating a sliding joint, though.
As you can see in game, it creates a sort of sliding joint.
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RicH - [Funniest Person 2010]
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Re: Sliding Joints
Not really... It just moves back and forth. (From what I saw anyways.) And besides, even if you can make it a sliding joint, It wouldn't be that reliable (Unable to lift big objects).
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Laraso - Posts: 241
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Re: Sliding Joints
Ooh.. does this mean me and others who complained can have our pogo-stick tool too
I guess not
And I personally dont see what this should be used for but thats propably my stupidity.. anyone want to clarify?
I guess not
And I personally dont see what this should be used for but thats propably my stupidity.. anyone want to clarify?
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Sniperkasa - Posts: 493
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Re: Sliding Joints
It could be used for engines and walker legs, it would be interesting to make it a part of the spring tool, and have settings to make it stiff (not stretch), not swivel, and control the distance it expands/contracts, almost like Little Big Planet
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LLamaman - Posts: 165
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Re: Sliding Joints
It could also be used to make guns, that's what I used in Incredibots until someone on their forums started spamming adverts for Phun. That's whenever I started coming here.
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Laraso - Posts: 241
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Re: Sliding Joints
Well then comes the question.. why not make your own sliding joint and phunlet it?
that way you would have an personally made one instead of a tool for making it..
that way you would have an personally made one instead of a tool for making it..
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Sniperkasa - Posts: 493
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Re: Sliding Joints
Laraso wrote:Not really... It just moves back and forth.
like a sliding joint?
but no i see the point, would make certain things easier.
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Torpedo - Posts: 120
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Re: Sliding Joints
Laraso wrote:It could also be used to make guns, that's what I used in Incredibots until someone on their forums started spamming adverts for Phun. That's whenever I started coming here.
haha i started with incredibots too
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Re: Sliding Joints
thebillsta wrote:Laraso wrote:It could also be used to make guns, that's what I used in Incredibots until someone on their forums started spamming adverts for Phun. That's whenever I started coming here.
haha i started with incredibots too
And this contributes to this post..how?
Because this is a post.. I want to make something out of it and :
- I still think this is not way too usefull, as you can just phunlet your own sliding joint..
- I personally dont want more shortcut keys to accidentally press / More buttons to the toolbar
- Even if some find this usefull
-> Making your own joint is much better because it will be original
-> You can say the joint was made by you
-> Nobody notices when you put a spring in a scene, cause you have actually just dragged your mouse!
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Sniperkasa - Posts: 493
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Re: Sliding Joints
Sniperkasa wrote:- I still think this is not way too usefull, as you can just phunlet your own sliding joint..
- I personally dont want more shortcut keys to accidentally press / More buttons to the toolbar
- Even if some find this usefull
-> Making your own joint is much better because it will be original
-> You can say the joint was made by you
-> Nobody notices when you put a spring in a scene, cause you have actually just dragged your mouse!
1: You can create a Phunlet sliding joint, that is the first thing I did when I got Phun. I saw there was no sliding joint tool and I was all like "WTF?!!" and then figured out a way to make my own and made it a Phunlet. Since then I have tried a variety of different pistons and sliding joints and things like that, and none of them were either practical or reliable. Some did a great job, but only moved it like 1 inch and it was 40 meters long.
2: That is your opinion, and should not be considered a legit argument on why we should not have sliding joints.
3: You use the word "if" like no one is going to like this.
4: Not really, should I go around telling everyone they need to make their own springs because its much better because it will be original? The only thing that matters is if the thing you are actually making is yours, what you are making will be original.
5: Sliding joints will not get rid of manually created joints, and I really don't give a crap if someone knows a joint is made by me.
6: I notice springs in scenes all the time, unless they have 0 opacity. And the mouse dragging part... I don't get it. You are making the action of moving a mouse seem like a real accomplishment.
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Laraso - Posts: 241
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Re: Sliding Joints
Laraso wrote:1: You can create a Phunlet sliding joint, that is the first thing I did when I got Phun. I saw there was no sliding joint tool and I was all like "WTF?!!" and then figured out a way to make my own and made it a Phunlet. Since then I have tried a variety of different pistons and sliding joints and things like that, and none of them were either practical or reliable. Some did a great job, but only moved it like 1 inch and it was 40 meters long.
2: That is your opinion, and should not be considered a legit argument on why we should not have sliding joints.
3: You use the word "if" like no one is going to like this.
4: Not really, should I go around telling everyone they need to make their own springs because its much better because it will be original? The only thing that matters is if the thing you are actually making is yours, what you are making will be original.
5: Sliding joints will not get rid of manually created joints, and I really don't give a crap if someone knows a joint is made by me.
6: I notice springs in scenes all the time, unless they have 0 opacity. And the mouse dragging part... I don't get it. You are making the action of moving a mouse seem like a real accomplishment.
1. That is odd.. because I've made a few very good sliding joints myself.. and they moved a lot more then 1inch/30m
2. YES it is my oppinion. It is my oppinion and thats why I posted it here. Nobody should considder it an legit argument.. it's MY oppinion.
3. the word IF points to those who will find it usefull. Not to the fact that nobody would.
4. Meaning the better as in : It looks like you really have put some effort and time in it..
6. I meant.. nobody will think you are some god of the universe just beacause you have clicked on an item.. dragged your mouse.. and released the button..
7. Please dont start the biggest argue ever with me
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Sniperkasa - Posts: 493
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