x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How to set Center of Mass so it aligns with the scene root's pivot

I am trying to physically control a hand actor via spring model connected to a Steam VR motion controller for a VR project.

Basically I assign a linear velocity to the hand actor with respect to the distance vector between the hand and the respective motion controller which I scale by some stiffness coefficient. This works fine and the hand translates towards the controller without any problems.

I am trying to do the same with angular velocity. I find the shortest rotation (quaternion) which rotates the hand actor towards the rotation of the controller so that they align to each other. I converted this to axis-angle notation and calculated the angular velocity that would rapidly orient the mesh to the controller (again scaled by some coefficient).

My problem is no matter how I set the center of mass offset off the hand, it still translates (not just rotates around its center) as I apply SetPhysicsAngularVelocity. It looks like as if it is doing orbital motion around the controller when the user slightly rotates the controller.

The hand actor is a blueprint actor which has a static hand mesh (which is not rendered and only used for physics) as its scene root and two more child components (one for hand's metal bracers (rendered static mesh) and one rendered skinned mesh for hand animations.) The metal bracers component is set to auto-weld and is not simulating physics. So does the skinned mesh.

Is there a valid solution to this problem?

Thanks in advance.

Product Version: UE 4.21
Tags:
more ▼

asked Mar 22 '19 at 03:16 AM in Blueprint Scripting

avatar image

WildEric
3 1 2

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question