How to remove physics handle delay

So I’ve set up my project to use a physics handle (on the player) for picking up and interacting with objects. Problem is, I’m trying to use this to represent the player using their hands not a physics based weapon or tool.
I’ve tried to figure out how to adjust it so it seems less “floaty”, but I can’t get the results I’m hoping for so I thought I’d ask for some help here.

I started with adjusting the Physics handle settings, increasing the Linear damping etc. to really high numbers (in the thousands) and although this has helped a bit, I can’t seem to figure out how to disable or at least minimize the delay or behavior of the physics handle always lagging behind or following the player’s movement.

Here’s a video to showcase exactly what I mean: - YouTube

Anyone know how to fix or adjust this? I want it to be a 1:1 translation with the player’s movements.

Hello TorQueMoD,

I’ve had someone asking a similar question about Physics Handles in the past, just not in the same use of them. I believe the answer I gave them would help you in your situation however.

The quick answer is that you were on the right track w/ the Linear dampening, but the value needs to be much higher if you want it to be stiff, something around the 10,000 range. Playing with the Angular dampening may be helpful as well.

Hope this helps!

Thanks . I set the Linear Damping to 20,000 and also adjusted Interpolation speed and this removed the delay, but now when I walk there’s a lot of jitter… what would I adjust to smooth that out?

Also, I’m curious, when you rotate in place (i.e. move the mouse left and right), the object maintains its original facing direction (it looks like I’m tethered to the object and spinning around it). Is there a way to have the Z rotation update so that its always facing the player?

I’m not sure about doing that, but it seems like attaching the object to a socket might be closer to what you would like to do. You could do this while still having the slow pickup that you mentioned. Have the Physics Handle pick the object up but then detach the object from the Physics Handle and attach it to the Socket. This should avoid any jitter and make it follow your rotation.

I wasn’t aware that was one of the things you needed as your functionality. I’ll need time to look into if you can get something like the rotation and lack of jitter while moving w/ a physics handle as I don’t have much experience working with them.

ok. Wouldn’t this mean that the object will clip through walls etc. though? I thought the benefit of using Physics Handle was that it makes sue the object was still colliding with the world properly.

Ok thank you. Its almost perfect but the jitter is confusing. It seems with the default values and the “delay” between movement its much smoother but sadly not the effect I’m hoping to achieve.

Can you give an example on how to do this?