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Question by MadMagician117 · Jun 04, 2018 at 02:01 AM · physicsrigidbodyhingejoint

Issues With Using Rigidbodies and Hinge Joints in a Tube

I haven't tried to do very much with physics objects in unity before, and I couldn't find a solution to my problems. I'm trying to make an interactable, physics based pipe/tube. Currently I have Rigidbodies being dragged around by changing their velocity so that they go to a point. I'd like to do the same with the pipe. The pipe was modeled and rigged in blender with 15 bones. They all have sphere colliders that line up edge to edge. The rigidbodies are unchanged except they're frozen on the x axis and the hinge joint have collisions off and spring enabled.

My issue is that in game the bones twist along the x axis and deform the mesh in an undesirable way, even though I disabled rotation on that axis. Along with that, if I drag the object to quickly it spazzes out and flies away. Here's a picture of the bones inside the mesh.alt text

Here's a video that shows it in game. https://youtu.be/9k4co7uyqHY

noodle.png (12.8 kB)
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