so im busy creating a wheeled loader, and ive been struggling to simulated the articulated steering effect with all parts being physics enabled and using constraints, but anyways, my question, i want to turn physics off on the front frame of the loader to see if i’ll be able to add rotation and get better effect, but keep physics on the other parts, the thing is if i attach the front part with physics disabled, to the back part which is physics enabled, the whole thing just spins out of control upon pressing play.
Totally could be wrong here, but this kind of behavior in my experience is usually due to collisions between the two components. I’d turn off all collisions on the non-simulated physics component to see if it stops that behavior.
i tried this when i saw you mentioned it, but i still get weird effects… i saw you can attach a physics enabled object/mesh to a physics disabled object/mesh, but not the other way around, weird but probably has an explanation.
been putting alot of thought into this, and the conclusion i came to was that, it makes no sense for a physics disabled object to be parented/attached to a physics enabled object, this would mean the physics enabled mesh/object would be the parent. because a physics disabled object/mesh needs code/blueprints to move and so on, whereby a physics enabled object/mesh moves and behaves due to physics… hopefully this makes sense, because it makes sense to attach a physics enabled mesh/object to a physics disabled object/mesh, as the physics disabled mesh can act as an anchor, does this make sense?