macklebee Posted June 4, 2010 Share Posted June 4, 2010 Looking at having a chain between two rotating cylinders and I am trying to figure out the best way to achieve this. I assume a joint, but how do you create the shape of the chain? Is this something where you would have to wait until runtime and load the individual links and create joints? and if so, how do you get it to follow a specific path? Ideas? Suggestions? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted June 4, 2010 Share Posted June 4, 2010 is the chain going to be like a bicycle chain... with links that catch the teeth of the cylinders... --Mike Quote Link to comment Share on other sites More sharing options...
macklebee Posted June 4, 2010 Author Share Posted June 4, 2010 is the chain going to be like a bicycle chain... with links that catch the teeth of the cylinders... --Mike sure... it can be for this discussion. I wasn't really focusing on the movement part but more on how the chain could be created so it could actually be moved... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Rick Posted June 4, 2010 Share Posted June 4, 2010 You could load them at runtime like you said and make the first one follow a waypoint. If the others are connected via joints, they should then follow the chain link it was jointed to. That would probably create a cool snake effect. Would just need to think about how to make the last one stay connected to the first one. Not sure what would happen if you jointed the last one to both the one in front and the first link when the first link is the thing driving all the others. Would be cool to see it in action though. Quote Link to comment Share on other sites More sharing options...
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