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| 27 Jun 2015 07:21 PM |
So, here's the thing.
I'm making a machine that for technical purposes here, resembles a guillotine. So imagine this. A blade will drop from the top, starting off at a steady speed to speed up before it hits the bottom and comes to a halt. If it could bounce too that would be a bonus.
I don't like bodyposition because it speeds up then slows as it reaches it's target. This is unrealistic. Playing with D and P don't really get you anywhere. However, with the right tweakings I can get it to bounce.
The advantages with it are that you can make the whole thing non-can collide and script it to to move to another invisible block's position. The thing will be somewhat portable and you won't have problems or many glitches. However, it just looks unrealistic to me.
So, how would bodyvelocity anything else do? As it stands, I can't even get the thing to sit properly. I have a rail that will allow for the blade to slide down, and bodygyro could help with this, but the problem is, it won't ever stay exactly in one position like bodyposition. Also, I'm not sure bodyvelocity will speed up per second, per second.
What do you guys suggest? |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 27 Jun 2015 07:55 PM |
for loops.
for i = 1,50,0.1 do thing.CFrame = thing.CFrame + Vector3.new(0,-1,0) wait() end |
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| 28 Jun 2015 06:53 AM |
| Make Elasticity .6 on both parts or something to make it bounce. As for speeding up, BodyForce would be better because it applies a force which will speed it up, yes? |
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| 28 Jun 2015 07:33 AM |
@Lord
I wouldn't use BodyX on this.
Use elasticity and velocity on the parts.
Thrust the velocity (negative?) down toward -Y |
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