Hello! I have an asset I wish to add physics to. It’s just two parts, one that can rotate in one axis, and one attached to it that can rotate in further in the same axis.
Basically, it’s just this simple lantern. (pardon the graphics, it’s just placeholder while I’m figuring this out).
I’ve tried to follow a few tutorials but I can seem to get things to attach properly together. For the sake of following the tutorials directly, I’ve added two bones, one base bone at the ring of the lantern, and one through the lantern itself. In 3ds max this behaves as expected, everything is attached to the base bone, but I can rotate the lantern around the point it’s attached at the ring, perfect.
However upon import the asset into UE4, the hierarchy/rotation/pivot appears to be inverted? If I rotate the bones they rotate at the opposite end as in 3ds max. At any rate it shouldn’t matter too much, as it seems physics asset bodies interact independent from bones.
I believe I technically shouldn’t even need bones, since there’s no skinning and weighing involved, only a basic object hierarchy. And I managed to import the object linked together properly themselves, but I can’t quite figure out how to make them interact as expected.
Do I actually need 3 parts? I can get the ring to rotate as if it’s on a hinge, and I can get the lantern to rotate around the ring, but not both at once since they are only 2 objects with 1 constraint.
Since I want the ring to have its own rules regarding how it rotates, is it possible to have 1 object with it’s own constraints without linking it to another object, or do I need a 3rd dummy object that acts as the ring’s attachment point?
I’m also struggling the positioning of the constraints, it always wants to place position number 2 50 units above the asset in question, and if I move it 50 units down so that the objects rotate around the correct point, it also moves the lantern into my ring, instead of them staying in place. What gives?