This is such a great and informative tutorial. Extremely satisfying to make something like this and see it in game. Thank you!
@someshpatel766010 ай бұрын
Very nice tutorial. I tried it in 5.1, and it worked like a charm. Thank you so much :)
@paulodomingues41794 ай бұрын
This channel is pure gold.
@MrPangahas6 жыл бұрын
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.
@Lusiogenic6 жыл бұрын
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.
@TheMycoma2 жыл бұрын
@@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.
@UE5PoseidonАй бұрын
A quick question. What would be the best way to attach something like this to a moving pawn. I'm trying to attach it to a submarine but there are some issues with it teleporting to world origin OR it starts to bug out when the pawn is rotated. Thanks.
@LusiogenicАй бұрын
There are basically 2 points which hold this in place. One is a physics constraint in the center of the wheel and the other which limits the piston movement. (Edit: scratch that. you can just attach the base, because the piston is attached to the base) Those physics constraints have to be attached to your object. It's hard to understand why it's bugging without knowing the exact setup you have. The usual problems are collisions with other elements, which makes things jump all over the place. Check that you don't have a capsule or something invisible that collides. Also, when you attach this to another object make sure that collision is disabled on the physics constraint. Not sure why it would go to the world origin. It doesn't make sense. Try to test it with simple setup on another object and see how it goes.
@UE5PoseidonАй бұрын
@@Lusiogenic Thank you so much for the detailed reply and explanation. Yeah I started by removing the base and attaching it directly to the parent mesh and made some progress, however the constraint being locked was what caused it to teleport to world origin. I overcame that by just adjusting other values but in the end I think it won't work that well with a moving pawn (submarine is what I was making). I tried removing collision which did work partly then finally tested it in a new empty blueprint which had no issues so it must be something with pawns which I just have to look into more to find out.
@LusiogenicАй бұрын
@@UE5Poseidon You're welcome. I don't see why attaching to a pawn wouldn't work. I'm willing to bet it's collides with other components of the pawn.
@theivansgames54892 ай бұрын
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!
@LusiogenicАй бұрын
Try to track the rotation difference frame by frame in a blueprint. Add it up in a float, then when the float surpasses 360 (if you're tracking degrees), increment a counter. Then use that counter to know how many rotations the wheel has done.
@LusiogenicАй бұрын
Depending on the counter, you could then apply angular motors to slow down or stop the rotation of the wheel.
@LusiogenicАй бұрын
To my knowledge, there's no built in functionality that does what you're looking for.
@SkyrimCronner2 жыл бұрын
thankyou for making such wonderful video for us
@esotericgamedev7 ай бұрын
How are you interacting with the physics objects while the game is running?
@jakelineberger82916 жыл бұрын
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
@Lusiogenic5 жыл бұрын
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.
@Jake-co7rt4 жыл бұрын
These are wonderful and ery useful videos. Thanks for making them.
@marianagonzalezchavez60892 жыл бұрын
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!
@artadecram_9624 Жыл бұрын
Cool ! and what is the mass of the cube?
@Lusiogenic Жыл бұрын
100 Kg, if I remember correctly.
@Romain_Derelicts4 жыл бұрын
Awesome channel ! Thank you for all these tutorials :)
@caleb10314 жыл бұрын
This is really cool
@raziel45646 жыл бұрын
Awesome!! Good JoB!!
@OlegDemidovich19974 жыл бұрын
Need how to do in Constraint 3ds max on FBX
@InnerspaceX6 жыл бұрын
Hi, can you show, how grab and rotate the wheel in fps mode?
@Lusiogenic6 жыл бұрын
Yes, it's not complicated. I'm actually using a physics constraint to grab it. I'll do a video about it soon.
@InnerspaceX6 жыл бұрын
Awesome, thank you!
@crazyguy75855 жыл бұрын
amazing info man ur boss :)
@Video-by6lp5 жыл бұрын
Wow !) Thank you )
@colinericburriss6 жыл бұрын
Can this wheel be used to propel a vehicle?
@Lusiogenic6 жыл бұрын
Yes, have a look at this video to see how to implement a vehicle wheel: kzbin.info/www/bejne/hoi3dIBsqL9phac To that implementation, you should add a Target Angular Velocity, like I've don here: kzbin.info/www/bejne/bGLVZpt-p7CoZ5Im9s 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.
@Lusiogenic6 жыл бұрын
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.
@aldo_3d5 жыл бұрын
why would you do that? lol UE4 already has car templates
@colinericburriss4 жыл бұрын
@@aldo_3d Yes, But too many shortcuts were made strictly for appearances.
@aldo_3d4 жыл бұрын
Colin Eric Burriss oh I see, probably better to just buy it from marketplace.
@OlegDemidovich19974 жыл бұрын
I'm not interested! Need to do in 3ds max FBX
@caleb10314 жыл бұрын
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.