Hi! Probably a very late question, but do you know how could you limit for example the wheel's movement after several full rotations? Genuinely couldn't find anything that worked for me so I'll be very glad if you know how to!
Really cool stuff.Gears, hydraulics, watermill more please. I can see these tutorials be very helpful in making some sort of steampunk style environment or anything with movable mechanical parts.
I was just thinking yesterday that I could make a watermill. I'd have to connect it to something, otherwise it would be boring. I've thought of making gears too. I'll have to start playing with them. I'm not sure they'll behave well if there's a lot of them together. I'm worried the collision will cause problems. We'll see how it goes.
@@Lusiogenic Hello! Can you explain how to combine a cart and a horse so that the cart's wheels turn. I have them separately, but when combined, the cart just hangs in the air like a brick.
Thanks a lot for these tutorials. I found out about your video series on reddit and have watched a couple they are very useful and got me right into physics constraints easily. Just started using UE4 and I plan on making a motorcycle soon, so I am going to try multiple different ways. What if a cylinder was added around the piston and the compression force inside the chamber was ignited by a spark plug like a real motor, forcing the piston back down. This could lead to adding a kickstart shaft to the wheel (crankshaft) allowing you to start the process by having the character kickstart it. Just ideas thanks again
Hi, thank you so much for your amaizing work! It has helped me a lot. I've got a question please, Do you happen to know in which units are the "Target velocity" used in the Angular Motor constraint? Does it has any relation to the units in real life like rpms os something? Thank you a lot!
Yes, have a look at this video to see how to implement a vehicle wheel: ruclips.net/video/PWTCM6sZ6OE/видео.html To that implementation, you should add a Target Angular Velocity, like I've don here: ruclips.net/video/61r5hHrKu10/видео.htmlm9s and it should work. If you want to do steering, you will have to add an Angular Orientation Target and change it as the user pushes the left and right keys. I will be making a complete car tutorial with suspension and steering soon, so keep an eye out for that.
Wait, I just realized, did you mean you want to implement a piston and crankshaft mechanism to actually propel a car? Yes, that should be possible, but you have tune very carefully the masses of all the moving parts, because, as I've explained in this video, the forces transmitted by a physics constraint are scaled by the ration of the masses involved. If a small mass tries to push a huge mass, it won't happen, the constraint would just give way. So you should have the masses of all the elements as equal as possible.
don't know how you ended up here. might want to check into rigging, and animating. which you likely already know about given you're using 3ds max rather than blender.
Very nice tutorial. I tried it in 5.1, and it worked like a charm.
Thank you so much :)
This channel is pure gold.
Hi! Probably a very late question, but do you know how could you limit for example the wheel's movement after several full rotations? Genuinely couldn't find anything that worked for me so I'll be very glad if you know how to!
thankyou for making such wonderful video for us
Really cool stuff.Gears, hydraulics, watermill more please. I can see these tutorials be very helpful in making some sort of steampunk style environment or anything with movable mechanical parts.
I was just thinking yesterday that I could make a watermill. I'd have to connect it to something, otherwise it would be boring.
I've thought of making gears too. I'll have to start playing with them. I'm not sure they'll behave well if there's a lot of them together. I'm worried the collision will cause problems. We'll see how it goes.
@@Lusiogenic Hello! Can you explain how to combine a cart and a horse so that the cart's wheels turn. I have them separately, but when combined, the cart just hangs in the air like a brick.
Thanks a lot for these tutorials. I found out about your video series on reddit and have watched a couple they are very useful and got me right into physics constraints easily. Just started using UE4 and I plan on making a motorcycle soon, so I am going to try multiple different ways. What if a cylinder was added around the piston and the compression force inside the chamber was ignited by a spark plug like a real motor, forcing the piston back down. This could lead to adding a kickstart shaft to the wheel (crankshaft) allowing you to start the process by having the character kickstart it. Just ideas thanks again
It's doable, if you actually need it. Just make sure to not use too many physics objects in a chain. The more there are, the more they get unstable.
These are wonderful and ery useful videos. Thanks for making them.
Cool ! and what is the mass of the cube?
100 Kg, if I remember correctly.
Hi, thank you so much for your amaizing work! It has helped me a lot. I've got a question please, Do you happen to know in which units are the "Target velocity" used in the Angular Motor constraint? Does it has any relation to the units in real life like rpms os something? Thank you a lot!
Awesome channel ! Thank you for all these tutorials :)
How are you interacting with the physics objects while the game is running?
This is really cool
Awesome!! Good JoB!!
Wow !) Thank you )
amazing info man ur boss :)
Need how to do in Constraint 3ds max on FBX
Hi, can you show, how grab and rotate the wheel in fps mode?
Yes, it's not complicated. I'm actually using a physics constraint to grab it. I'll do a video about it soon.
Awesome, thank you!
Can this wheel be used to propel a vehicle?
Yes, have a look at this video to see how to implement a vehicle wheel: ruclips.net/video/PWTCM6sZ6OE/видео.html
To that implementation, you should add a Target Angular Velocity, like I've don here: ruclips.net/video/61r5hHrKu10/видео.htmlm9s and it should work. If you want to do steering, you will have to add an Angular Orientation Target and change it as the user pushes the left and right keys.
I will be making a complete car tutorial with suspension and steering soon, so keep an eye out for that.
Wait, I just realized, did you mean you want to implement a piston and crankshaft mechanism to actually propel a car? Yes, that should be possible, but you have tune very carefully the masses of all the moving parts, because, as I've explained in this video, the forces transmitted by a physics constraint are scaled by the ration of the masses involved. If a small mass tries to push a huge mass, it won't happen, the constraint would just give way. So you should have the masses of all the elements as equal as possible.
why would you do that? lol UE4 already has car templates
@@aldo_3d Yes, But too many shortcuts were made strictly for appearances.
Colin Eric Burriss oh I see, probably better to just buy it from marketplace.
I'm not interested! Need to do in 3ds max FBX
don't know how you ended up here. might want to check into rigging, and animating. which you likely already know about given you're using 3ds max rather than blender.