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Building a Ferris Wheel
Part 2 - Creating the Motor
Building a Ferris Wheel
Part 2 - Creating the Motor

Create HingeConstraint

Now that both attachments are in place, it’s time to add a HingeConstraint to act as the motor for the wheel.

  1. In the SupportAxle, create a new HingeConstraint and name it MainMotor.

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  2. In the properties of MainMotor, set Attachment0 to SupportAttachment, and Attachment1 to WheelAttachment.

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  3. Select the MainSupport model and return it to its original position.

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Change to Motor

By default, HingeConstraints will only turn if an outside force acts on them, such as a player character pushing in the connected parts. To make a HingeConstraint turn on its own, we have to configure it to be a Motor, set our desired turn rate, and make sure the hinge has enough torque.

  1. Select MainMotor, and change ActuatorType to Motor.

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  2. Change AngularVelocity to 0.314.

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    The AngularVelocity property uses radians per second to set how fast its motor turns. Radians are a unit used to measure angles. Most radian values are based on pi, which is approximately 3.14. If you want to precisely configure how quickly or slowly your hinge turns, trying some values related to pi is a good starting point.

    • 1 revolution per second = 2 * pi = 6.28
    • ½ revolution per second = pi = 3.14
    • ¼ revolution per second = pi / 2 = 1.57
    • 1/10 revolution per second = pi / 10 = .314

  3. Copy the inf value from MotorMaxAcceleration to MotorMaxTorque so that the wheel can handle any amount of weight.

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  4. Press play to confirm the wheel turns.

Notice that you only need the motor on one side of the wheel; you do not need motors on both sides. When building with contraptions, try using as few constraints as possible. This ensures that your contraptions are stable and reliable.

Now that you have the ferris wheel fully built, try experimenting with more constraints. You can add more cars to the ferris wheel, or you can try building an original contraption.


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