Replies: 5 comments
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If it's interesting, here's about the problem with the wheels when they are represented by the GLB model 2023-01-20.20-39-26.mp4
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Any news? |
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Looking at that jumping I would say that using a Instead, always define a specific colliders, like For turning, it's not something I have experimented with. But I would assume you could turn the RigidBody used as an anchor to simulate the steering axle -- need to test this myself. |
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I tried making two joints. An anchor for the wheel that I would attach to the car body. But I get odd effects. The RevoluteJoint turns almost spring-like. My idea was this
https://codesandbox.io/s/beautiful-scooby-ys4n45?file=/src/App.tsx Not sure if this is possible, as is all based on |
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This example may be a useful reference: https://sketches.isaacmason.com/#/sketch/Rapier-RevoluteJointVehicle https://github.com/isaac-mason/sketches/tree/main/src/sketches/sketch-Rapier-RevoluteJointVehicle This was adapted from a threlte example: https://threlte.xyz/rapier/basic-vehicle-controller The physics iterations settings needed tweaking to make the joints less springy. |
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https://github.com/pmndrs/react-three-rapier/blob/main/demo/src/examples/car/CarExample.tsx
The current example only shows how to move the car forward and backward
I tried to just turn the wheel a few degrees in the right direction, but got a very strange result
2023-01-20.20-30-27.mp4
Code,
Car.tsx
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