mechanics and physics of a pendant control box

I’m trying to replicate the mechanics and physics of this pendant control box from the ‘Oculus First Contact’ demo. Is that actually called a ‘pendant control’ ? :thinking:

My question is how to make it that the end of the cable component is exactly staying at the entry point of the control box and allow the attached box to fully rotate at this point?

This is the current BP (with grabbing component of the default VR template). There’s a weird snap when the pedant mesh is released from grabbing. Also the pendant mesh rotates and does not align back to its default axis. And the cable does not behave like it should.

BP_PendantControl.uasset (32.0 KB)

I don’t think I will ever be able to make it look like in ’ First Contact’ … :pensive:

I managed to solve all of the reported issues. The solution is to add another physics constraint between the joint of the cable and the control box. Changing the tick group of the cable to ‘post physics’ will make the end of the cable stay exactly where it should, particularly during movement.

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