Let there be MOTION!!!!!!!!

In the motion actuator brick, I know how to use dLoc, dRot, and Force, but what do the other ones do? If someone could tell me, it would be sooo great.

Just google, their pretty self explanitory. Just make a new file and make a cube. Mess around with the settings. Some make your object jump some make it float. Just play around with it.

Is this honestly that hard to just test for yourself? Torque and force are motion based on mass. Linear Velocity is similar to force, but ignores gravity.

Well I can’t seem to figure out what the “Force” and “Torque” motions exactly do… so an explanation would be great…

torque make you spin faster and faster. I’m pretty sure that’s torque. You hold a button and you gradually go faster and faster

And “Force” is the same only, in the act of moving around?

torque is a force applied at an angle… eg. something spinning around an axle…it’s like a motor driving something… and the force is pushing an object in a direction… eg forward backwards etc.

Well torque can be used if you make a driving game… It’s like the wheels rotation, which always accelerates.

I don’t know what LinV does really, bu according to these earlier posts they are like torque or force but they ignore gravity…

Well, taking out a physics book and you will find out this:
Force is equal to the mass of an object multiplied it’s acceleration. (F=ma), but force is mean for linear movement, now Torque is the same concept as force, but for angular movement (rotation) and it looks like this the formulae T = mw (where “w” would be omega wich represent angular acceleration, don’t know how to make the symbol here =P).
Linear velocity is also a physical variable (just as angular velocity), it’s linear while you apply it, but as soon you stop using it, the object doesn’t stop inmediately because, as a physical variable, it needs a physical property to makie it stop, a Force, and this Force would be the friction between the object that is moving and the “floor”, or the object below the other one.

Friction is force itself, is calculated using the Normal force and the friction coefficient between both surfaces.

Note:The Normal force have little to nothing to do with the 3D objects Normals.

Note 2: The friction coeficient can be set on the material editor.

Drot and Dloc are just a digital location and rotation system, they aren’t physical at all, because of this it can easily make severe bugs if you mix them up both.

So be carefull at using it :smiley:

Well, taking out a physics book and you will find out this:
Force is equal to the mass of an object multiplied it’s acceleration. (F=ma), but force is mean for linear movement, now Torque is the same concept as force, but for angular movement (rotation) and it looks like this the formulae T = mw (where “w” would be omega wich represent angular acceleration, don’t know how to make the symbol here =P).
Linear velocity is also a physical variable (just as angular velocity), it’s linear while you apply it, but as soon you stop using it, the object doesn’t stop inmediately because, as a physical variable, it needs a physical property to makie it stop, a Force, and this Force would be the friction between the object that is moving and the “floor”, or the object below the other one.

Friction is force itself, is calculated using the Normal force and the friction coefficient between both surfaces.

Note:The Normal force have little to nothing to do with the 3D objects Normals.

Note 2: The friction coeficient can be set on the material editor.

Drot and Dloc are just a digital location and rotation system, they aren’t physical at all, because of this it can easily make severe bugs if you mix them up both.

So be carefull at using it :smiley:

new info , thanks , we apreciate those info :slight_smile: .

Try reading this, perhaps it will help?

http://download.blender.org/documentation/NaN_docs/BlenderGameReference/actuators.html#PROPERTYACTUATOR

There’s a lot more info in the pages pointed to by that link too, if you havent read it?

BTW force and torque only work on dynamic actors