// Use this for initialization void Start() { Activebase = GameObject.Find("active1"); kinematics = Activebase.GetComponent <IK_Tcordinate>(); a1 = Activebase.GetComponent <HingeJoint>(); a1.useMotor = true; a1.useLimits = true; motor.force = 100; motor.targetVelocity = Key_Input.speed; limit.max = 90; a1.limits = limit; a1.motor = motor; }
// Use this for initialization void Start() { Activebase1 = GameObject.Find("active1"); kinematics = Activebase1.GetComponent <IK_Tcordinate>(); pivot1 = GameObject.Find("pivot_passive1"); motor1 = pivot1.GetComponent <passive1_control>(); pivot2 = GameObject.Find("pivot_passive2"); motor2 = pivot2.GetComponent <Passive2_control>(); active1 = GameObject.Find("pivot_active1"); motor3 = active1.GetComponent <Active>(); allactive = GameObject.Find("6Dof_Gripper"); kinematics = Activebase1.GetComponent <IK_Tcordinate>(); }
// Use this for initialization void Start() { Activebase1 = GameObject.Find("active1"); Activebase2 = GameObject.Find("pivot_active1"); passive = GameObject.Find("PassiveBase"); kinematics = Activebase1.GetComponent <IK_Tcordinate>(); key = passive.GetComponent <Key_Input>(); a1 = Activebase1.GetComponent <HingeJoint>(); a2 = Activebase2.GetComponent <HingeJoint>(); a1.useSpring = true; a2.useSpring = true; motor1.spring = 5000; motor1.damper = 500; motor2.spring = 5000; motor2.damper = 500; a1.spring = motor1; a2.spring = motor2; }