wheel thing

OK so this is how its set up and when i pres p it acts like there isn’t a hole in the box and it flies off the pole.

Could be one of several problems, the Convex Hull drawing over the “Hole”, the “Pole” object not settling. It would help if you upload your Blend onto SaveFile.com and post it here for further information.

http://www.savefile.com/files/1008808
here.

At a guess, I’d say there’s no support in Bullet for such a Physics design, but don’t quote me on it. Regardless I’ve managed to get it semi-working by changing some of the principles around. But it’s only “Hooking” the object radius’s, instead of colliding as it should. Give this a go, turned off the bounds (Bounds simply create collision faces over the model, so for a complex object it doesn’t have to calculate all the faces collisions. Without bounds it uses the objects actual faces for collision calculations), and turned off Rigid Body (Never really good for Physics simulations). I also changed the Block model in the hope it was simply a collision issue (Pysics calculations normally react better with faces than they do with edges), alas, no luck.

The problem is that BGE/Bullet physics don’t support concave bounds on dynamic objects.

If the box is static (not dynamic), set the bounds to static trianglemesh. If it is dynamic, either make it ghost (no collision) and use rigid body joint or make it compound object (collision enabled, but requires separating the box into many smaller parts which surround the axle). Rigid body joint works better and is easier.

@Nigholith:
If you turn off the bounds it defaults to sphere bounds. Convex hull polytope uses object’s actual faces for collision (but doesn’t support concave objects) as does static trianglemesh (but can’t be used on dynamic objects). Rigid body is required if you want the object to be able to roll so you can’t say it is never good.

I stand corrected.

Thank you that worked and thanks for the help.

No problem. But as I say, it’s not actually a physics resolution; it simply cradles the objects radius’s.