There are 3 ways to propel a thrower-object.
1) Impulse – mass-influenced – untargeted
2) Velocity – non-mass-influenced – untargeted
3) Move-To-Target – targeted
We focus on Impulse because it looks the best but is also the hardest to create. The 2nd most useful would be Move-To-Target
Mass is influenced by: Gravity, Friction, Density, Bounciness
Gravity and Density balance each other out meaning you only need to modify either one but never both when using Impulse.
Note: The palette when thrown, turns PHYSICAL upon initial release of a throw.
I usually just change Gravity up or down. Usually down, less than 1.0 in order to make a loftier throw with more of an arc.
A good starting point is an impulse vector of <0,2.0,2.66>, This will give you a near 45 degree arc. So this means setting the ApplyImpulse entry on the *thrower nc to <0,2.0,2.66> and changing SetApplyImpulse,on will create a nice basic throw when you issue a throw1 command.
ApplyImpulse ,<0,2.0,2.66>
SetApplyImpulse,on
Changing entries on the *thrower nc requires a reset of the Palette.
There are Palette menu buttons for testing throw arcs by using the
ImpulseOnOff toggle and ApplyImpulse buttons. They do the same thing as the 2 *thrower nc entries discussed above
Experimentation is the best way to achieve a desire arc and landing point. Your 1st time will be the hardest. Then it will get easier and easier. Getting the right impulse vector is the hardest part of creating a thrower. Everything else is easier.
Non-Essential Background Info follows:
An impulse of <1.0,0,0 > gives your Palette an INSTANTANEOUS 1-second thrust (momentum against center-of-mass) in an x-y-z direction of magnitude(size) x-y-z. In this case, <1,0,0> direction is in the local x direction. For the Thrower, we currently only use local coordinates (local is object relative).
Would you rather be hit by a basketball going 20 miles an hour or a train going 20 miles an hour. If you answered basketball, then you understand magnitude.