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Manipulating the center of mass #71332
04/18/06 18:55
04/18/06 18:55
Joined: Mar 2006
Posts: 35
Sao Paulo, Brazil
EdMercer Offline OP
Newbie
EdMercer  Offline OP
Newbie

Joined: Mar 2006
Posts: 35
Sao Paulo, Brazil
In my struggle to stabilize my 3DGS car I've stumbled upon a very annoying fact: real-world cars have very low centers of mass, thanks to intelligent component design and placement, but 3DGS objects tend to have their center of mass in the geometric center of their mass polygons. To realistically model a car I'd need to reposition my center of mass a little more towards the lower part of the car (and in the specific case of a racing midship-rear-engine car a little more to the rear as well). Has anyone else stumbled upon this problem ? Is there a workaround ?

Re: Manipulating the center of mass [Re: EdMercer] #71333
04/18/06 22:08
04/18/06 22:08
Joined: Jun 2005
Posts: 656
G
Grafton Offline
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Grafton  Offline
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G

Joined: Jun 2005
Posts: 656
Perhaps you could constrain an invisible, passable physics entity of the
appropriate size to the bottom of the car?


Not two, not one.
Re: Manipulating the center of mass [Re: Grafton] #71334
04/19/06 15:15
04/19/06 15:15
Joined: Mar 2006
Posts: 35
Sao Paulo, Brazil
EdMercer Offline OP
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EdMercer  Offline OP
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Joined: Mar 2006
Posts: 35
Sao Paulo, Brazil
I sure hope that's not the only solution, but it can be implemented if there's no native way to manipulate the center of mass.

So here goes my suggestion to the physics engine: a 3-dimensional vector for manipulating the center of mass of a physics object

Re: Manipulating the center of mass [Re: EdMercer] #71335
04/19/06 17:32
04/19/06 17:32
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Joined: May 2002
Posts: 2,541
Berlin
You could make the car out of two connected physic entities. One heavy for the ground and one light for the top (but I don“t know much about the physics engine).

Re: Manipulating the center of mass [Re: EX Citer] #71336
04/20/06 09:37
04/20/06 09:37
Joined: Apr 2006
Posts: 41
S
style_riser Offline
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style_riser  Offline
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S

Joined: Apr 2006
Posts: 41
You can also move your model a litle forward in med.

Re: Manipulating the center of mass [Re: EdMercer] #71337
04/20/06 11:37
04/20/06 11:37
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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F

Joined: Apr 2005
Posts: 4,506
Germany
Try to increase the mass of the wheels.


no science involved
Re: Manipulating the center of mass [Re: fogman] #71338
04/20/06 14:49
04/20/06 14:49
Joined: Mar 2006
Posts: 35
Sao Paulo, Brazil
EdMercer Offline OP
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EdMercer  Offline OP
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Joined: Mar 2006
Posts: 35
Sao Paulo, Brazil
@fogman

Quote:

Try to increase the mass of the wheels.




This is exactly what I've been doing, but it has a very undesireable side effect: with the car weighting only 1 unit and concentrating the weight at the wheels they tend to have a strong gyroscopic effect on the car i.e. during extended air times the wheel rotation heavily influences the pitch/roll of the car (wich, of course, should be kept almost unchanged in free-fall)

@EX Citer:

I'll try to reassemble the car body as two separate models with wheel junctions and lower structure in one and "decorative" upper-body in another and attach them with a phcon_ constraint so I can add proper weight to the lower part. Hopefully it'll get the desired effect.

Thank you all for your input

Re: Manipulating the center of mass [Re: EdMercer] #71339
04/20/06 23:33
04/20/06 23:33
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
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Marco_Grubert  Offline
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Joined: Sep 2003
Posts: 3,236
San Diego, CA
@EdMercer: The center of mass is always centered. You can change the inertia matrix by choosing a different object type in ph_setmass, but that is only relevant in low-g situations. As fogman suggested, the easiest way to lower the center of gravity is changing the weight ratio of body and wheels. With wheels weighing 4 times as much as the body you can get good results. The other option is a passable&invisible weight entity added to the car via a (fixed) slider.


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