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Question by khos85 · Jan 16, 2014 at 10:15 PM · rotatenotbikefeet

Obect not rotating with other other object correctly (foot and pedal in bike game)

Hi,

Building a bike game, I use JavaScript to move the human figure's feet/shoes/legs with the pedals to be able to follow the bike pedals as they move around.. The Human model has a skeleton/mechanim in unity, this works fine (mostly) until I rotate the bike, then the feet stays in e.g. x axis.. you can see the behaviour on this youtube video: http://www.youtube.com/watch?v=_r9us5WSQfg&feature=youtu.be

You can see that as I rotate the bike around the feet seem stay in one direction, not rotating with the bike. I have tried matching transform.rotation to pedals but this makes the mechanim go all crazy..maybe the code needs to go into FixedUpdate() ?

I have tried various things but not having much luck. Here is the code I use to move the feet along with the pedals (two scripts, one for each foot):

function Start () { rightpedal = GameObject.Find("rightpedal"); rightlegup = GameObject.Find("UpLeg_R"); rightlegdown = GameObject.Find("LoLeg_R"); } var rightpedal : GameObject; var rightlegup : GameObject; var rightlegdown : GameObject; function Update () { transform.position.y = rightpedal.transform.position.y +2; transform.position.x = rightpedal.transform.position.x -3; transform.position.z = rightpedal.transform.position.z-1; //transform.position = rightpedal.transform.position; //transform.rotation.z = rightpedal.transform.rotation.z; //rightlegup.transform.eulerAngles.y = rightpedal.transform.eulerAngles.y; //rightlegdown.transform.eulerAngles.y = rightpedal.transform.eulerAngles.y; //rightlegup.transform.rotation.y = rightpedal.transform.rotation.y; //rightlegdown.transform.rotation.y = rightpedal.transform.rotation.y; //transform.rotation.x = rightpedal.transform.rotation.x; //var dir = rightlegdown.transform.position - transform.position; //dir = dir.normalized; //rightlegdown.rigidbody.AddForce(dir -450); //push forward // rightlegdown.rigidbody.AddForce (Vector3.right 10); }

I am sure I'm missing something really simple probably? Any advise would be most apreciated.

Thanks, Kim

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