Drive
An editable Skate solver motor between Body A and Body B in the selected World. Local anchors and frame quaternions describe frames the motor tries to align. Animate either frame to drive a limb, suspension or steering assembly. The motor applies impulses through the same solver…
Drive
An editable Skate solver motor between Body A and Body B in the selected World. Local anchors and frame quaternions describe frames the motor tries to align. Animate either frame to drive a limb, suspension or steering assembly. The motor applies impulses through the same solver as contacts and joints; it never teleports the bodies. Linear and angular drives have independent disabled, soft and hard modes.
Soft mode uses spring and damping. Hard mode uses maximum correction velocity. MaxStrength limits each solver axis; zero provides no motor force. Disabled ignores the saved tuning values, so toggling it preserves tuning without applying impulses. The reconstructed solver retains its original drive coefficient conventions. All fields synchronize through Zero. No rider or animation clip is required.
Strength values retain the Rust engine's native coefficient convention. They
are not a direct force in newtons or torque in newton-metres. The solver limits
each row using dt * dt * maxStrength * inverseEffectiveMass; the latter is
the reciprocal of the row's inverse-mass/inertia denominator. In particular,
a small-inertia body needs a larger angular strength number to support an
offset load. Check the complete connected assembly, not just a free body.
A native regression uses a 2kg, radius-0.15m root supporting a fixed 10kg load 0.5m to its side. At 120Hz/64 iterations, angular hard strength 1000 saturates; 10000 holds the orientation. This is an explanatory test, not a universal humanoid tuning preset. Changing collider dimensions changes inertia as well as contacts; tune limits against the mass properties of the intended body.
Scoped to this part · feeds back into the world's score.