Re: Newbie Joint question
jon klein <[email protected]> Wed, 17 Nov 2004 08:40:17 -0500
| Newsgroups | gmane.comp.breve |
|---|---|
| Message-ID | <[email protected]> |
On Nov 17, 2004, at 5:15 AM, Jon Kleiser wrote: > Hello, > > I'v just put together my first breve simulation: A MultiBody > consisting of two pyramides hinged together by a RevoluteJoint. The > two pyramides are instances of the same CustomShape. If I don't > connect the pyramides, I can rotate them independantly, but the moment > I apply the joint this rotation seems to be forgotten, and they melt > together into one pyramide, until the velocity of the joint moves them > apart. How can I hinge together two bodies (of the same shape) without > disturbing their orientation? Is it possible to have a RevoluteJoint > that is totally passive (initially)? The relative positions and rotations of objects in the world do not get used when the objects are linked. Instead, this information is handled by the joint. So instead of setting their rotation in the real world and then linking them, you need to tell the Joint itself what kind of rotation you'd like. Have a look at the Joint methods set-relative-rotation and set-relative-rotation-matrix. - jon klein _______________________________________________ breve mailing list [email protected] http://lists.spiderland.org/mailman/listinfo/breve