Planetoid Pioneers

Planetoid Pioneers

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Joints Guide
Vytvořil: Crashu
This Guide will cover everything you need to know about how Joints work in Planetoid Pioneers, their different types, and how to use them.
   
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Loading your Blueprint into the Editor
Before you can add joints to your blueprint, you need to load it into the editor of course

Press F2 to load up the Editor. Press F6 to open the Blueprint Library, there find your Blueprint and then double click it to load it.
Adding a Joint to the Blueprint
You can add joints simply by clicking , or through the editor.
Go to the Joints tab on the Blueprint Editor, and click on the Add Button, then you can start clicking to add joints.



























Note that this method will make a Joint through every single part of your blueprint that is overlapping each other at that point.


On the editor you can fine adjust the position of the joint, or even add more by clicking the "+" button. You can also Delete and Copy Paste joints by clicking the colored Up(Copy) and Down(Paste) arrows.
Motor Joints
A Joint can be set as a motor, it is used to make one or both of the atached objects to spin.












Note that a Motor Joint requires scripting to control it

To set a Joint as a Motor, select it on the editor, then click on Edit this Joint, on the Motor tab check Motor Enabled and set the desired properties.

























Scripting is required for controlling Motor Joints, check out this tutorial for an example on how to build and script a simple vehicle.





Slide Joints
Slide Joints can move in a certain axis, and can be used in a variety of ways.






















Select the joint, and click on edit this joint, then check the slide joint option and set the limits in which the joint will slide.
Gear Joints
A Gear Joint will synchronize the spin of two objects, as well as their position in relation to each other.
Here you can see in each Blueprint that the two wheels are connected by a Gear joint, however, on the left one the Gar Ratio is 1 and in the right example the Gear Ratio is 0.5
















First, connect the two Objects with the joint, then check gear joint. Click on Edit this Joint, and set the desired Gear Ratio.
Mount Joint
A Mount Joint is used to make the player mount on a vehicle and be able to drive it























First, select the joint and attach it to your Vehicle (the B object will be the player).
Then, click on Edit this Joint, and check Mount Joint
Adding Angular Spring to a joint will prevent it from rotating, adding some to your Mount Joint will keep the pilot in place.




















Then, add the Vehicle tag and uncheck the "This blueprint will start a 'dead'" option
World Joints
A World Joint will pin the blueprint to a part in the scene.


























Simply select the joint, and check world joint in the editor.
Počet komentářů: 4
智宸ღ 29. bře. 2018 v 19.37 
good:steamhappy:
kxzf_kxdr 8. úno. 2018 v 23.02 
Very Helpful! Thanks!
后滚翻 10. lis. 2017 v 4.47 
good
zargmatt 30. čvn. 2017 v 17.37 
How can I attach an object and have it remain stable, rather than swing to and fro from its world joint(s)?