Joint IDs and position

I finally went back to trying to scale the vehicles (the Depth effect behavior works only based on position on screen) and I don’t understand how to retrieve a joint’s ID in a variable.

Also, can I use the motor offset to mimic changing the position of the point?

This action puts the revolute joint id into the scene variable swinging_axe_rotate_point_id. It’s then up to you what you do with that value :


Try it out - it’s the best way to learn things.

Thanks, but none of the scaling effects worked. For now, I found I could smoothly transition the brightness/contrast by having a value for an effect to be a variable, of which slowly adds or subtracts a small number.

Maybe some other time I will try to see if I can have the points position changed, in a similar smooth, slow fashion.