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Question by Le-Capitaine · Apr 16, 2014 at 04:21 PM · rigidbodyarmature

Are bone-driven rigidbodies a thing?

I modelled a bike in Blender with a simple 2-bone armature. The handlebars, with a Rigidbody component, are parented to a moving bone; attached to them via joint is the fork, which in turn the wheel is attached to. All of this is so that the front wheel rolls along the ground and ultimately has the armature's animation drive the bike via blend tree.

It works...two-thirds of the way. The handlebars are spun and the wheel rolls, but the fork doesn't follow the handlebars. Some tinkering later, I'm nowhere farther, so I'm asking before too much of my time sinks in it: is what I'm going for possible at all?

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Answer by nesis · Apr 16, 2014 at 04:34 PM

Modelling a bike with the different kinds of joints and colliers in unity is totally possible. The wheel should be parented to the fork, then the fork parented to the handles. Children follow parents motion, not the other way around :)

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avatar image Le-Capitaine · Apr 16, 2014 at 05:57 PM 0
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Yes, of course, I meant that. The joint components are on the fork (attached to the handlebars) and the wheel (to the fork), not the other way around.

The bigger problem I've got is that that bike has got specific animations which I'd like to use in a blend tree.

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