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Gimbal Module


SasquatchM

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You cannot attach things to animated objects and have them move with the animation, it doesn't work like that :(

The item will stay in its original position while the animated part moves, this is just a crap thing with unity/ksp

The alternative is use Damned robotics plugin , which involves code to rotate the part attached to another part.

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It is a just a part with the gimbal module built into it, that is all. I had hoped, as in an engine for example, that since the gimbal module actually changes the trans forms angle that this may have worked.

Isn't there a way to define attachment nodes in blender, with an object or transform?

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The current gimballing system works by rotating the thrustTransform object specified, so all you have to do is child the engine bell to the thrustTransform gameobject in Unity, which requires making it separate from the rest of the engine model.

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I know how the gimbal move the thrust transform, what I was tying to do is make a part that would gimbal whatever was attached to it. Sadly, both with node_stack and surface attach it does not work. The primary part gimbals just fine, just not anything attached to it. From what EndlessWaves is describing it looks like what I want may not be possible.

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It's possible in a plugin, and for this use you could re-use most of the work R4m0n has done for DamnedRobotics as he split that into the joint (toggle) and it's controller (servo) so you wouldn't have to have the DR interface.

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*Facepalm*

That's what I get for responding to things when I don't have images available...

Yeah, you'd need a plugin to actually get that to work.

Take a look at this: http://docs.unity3d.com/Documentation/ScriptReference/Joint.html It's what you really need to get the gimbal/joint you have to work. What I would recommend doing is having an empty reference gameObject that will be moved with the animated part of the gimbal/joint and then set Joint.anchor to be that reference object's position and Joint.axis to be the transform.forward vector of the reference object.

Edit: actually you won't need Joint.axis, all you'd have to do is change the transform.up vector of the attached object to be equal to the tranform.forward vector of the reference object.

Edited by OrbitusII
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