Relative rotation with physics constraints

AquaRex
Thu, 31 Oct 2019 01:20:58 +0000
World Creation

Hi, there!

I’ve hit a bit of a bent nail here. I’m creating a door, the door is simulating physics, but is constrained entirely to its current position and its rotation is locked. Now, setting relative rotation on a physics object will set its World rotation instead, causing problems with the door’s rotation.

Now, before you tell me this is “intended behaviour”, because the physics object will be detached. I’m locking its position and rotation. So why can’t this work like it would seem it should be able to. Surely you can calculate its relative rotation while the object is completely parented without having to re-attach it later…

I can sort of understand the problems this Could cause if the objects were in complete seperate locations and rotations.

But they both now, due to the constraints, have the same position and the same World rotation.
Any explanation on why this isnt possible, and/or consideration and looking into changing this is much appreciated.

9 posts - 6 participants