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weird mesh scaling problem

Discussion in 'Physics' started by skeleton-king, Jul 7, 2015.

  1. skeleton-king

    skeleton-king

    Joined:
    Nov 10, 2014
    Posts:
    63
    I have made a rope with hinge joints.
    I scaled x and z to make it little thinner. But now when my rope hits something bottom portion of rope starts to scale it looks weird.
    Any1 knows whats problem
     

    Attached Files:

  2. HiddenMonk

    HiddenMonk

    Joined:
    Dec 19, 2014
    Posts:
    987
    You might have your joints parented under each other like this..
    --EmptyGameObject--
    ----Sphere
    ------Joint1
    --------Joint2
    ......


    Your hierarchy should look something like this.

    --EmptyGameObject--
    ----Sphere
    ----Joint1
    ----Joint2
    ......
     
  3. skeleton-king

    skeleton-king

    Joined:
    Nov 10, 2014
    Posts:
    63
    Heres what it looks like
    Rope <Empty>
    ----Mesh
    ----Joint1
    ----Joint2

    Tried lot of different combinations still doesnt seem to work
     
  4. HiddenMonk

    HiddenMonk

    Joined:
    Dec 19, 2014
    Posts:
    987
  5. skeleton-king

    skeleton-king

    Joined:
    Nov 10, 2014
    Posts:
    63
    It already has skinned mesh attached to it
     
  6. JamesLeeNZ

    JamesLeeNZ

    Joined:
    Nov 15, 2011
    Posts:
    5,616
    I would avoid scaling. Scaling affects behaviour, if the scales arnt uniform you will get weird axis behavior...

    think of it like this... if the scale is 0.5,1,1 then the x-axis will have physics applied at 0.5, while the other two axis have it applied as 1... so you would get less force/etc on the x-axis.

    Im not sure this applies to joints, but since scale affects most of the physics system, I assume it probably does.