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Question by CheckmateVideos · Apr 22, 2019 at 01:04 AM · rotationrotation axishingejointhinge joint

Wheelchair movement with hinge joint and rotation of controllers?

I have a seat (cube) with two wheels (cylinders) attached at the sides with Hinge Joints.

What I'd like to do is to rig my controllers to two irl wheels. Something like taping the controller directly in the middle of the wheel. When the user spins the wheel, the controller spins the y axis, and I want that to directly translate to the movement of the wheel in the game. With two controllers and two wheels, I want to simulate wheel chair movement as closely as possible, but I'm having trouble. When I look at the rotation values for a spinning controller, the y axis ticks up to 90, then becomes -89, which ticks up to 90, before becoming -89 again. It's like it split the 360 rotation into 4 parts.

What's up with this and how can I transfer this rotation to the rotational target velocity of the hinge joint?

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