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Thread: How can I create objects durng runtime to be joint to other objects (Physics)

  1. #1
    Clicker Fusion 2.5
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    How can I create objects durng runtime to be joint to other objects (Physics)

    Hi,

    I┤m trying to create some copies of an active object (object_A) at the start of the frame and have them all be joint to another bigger active object (object_B).

    I set up Object_A to be joint to Object_B in the physics movement properties and it works fine if I place both in the frame editor.
    But I would like to create these objects dynamically at the start of the frame instead of doing it manually in the frame editor, and when I do so, they are created but not joint to each other.

    How can I do this?


    Many thanks for the help.

  2. #2
    Clicker Fusion 2.5
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    Ok, never mind, I got it!

    You can join objects via an expression using the physics engine object.

    THE PROBLEM WAS: "prismatic joint" and "revolute joint" are mistaken between the expression editor and the properties window in the frame editor. A "prismatic joint" in the movement properties turns out to be a "revolute joint" in the expression editor and vice-versa. Took me a while to figure out!

    Please fix this.

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleInstall CreatorUnicode Add-on

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    Maybe you should report it in the Bug Tracker.

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