Re: Controlling object speed externally
"Bram Stolk" <[email protected]>
| Newsgroups | gmane.comp.lib.ode |
|---|---|
| Message-ID | <[email protected]> |
What are your ERP and CFM values? Use a non-zero CFM and a ERP smaller than 1. Bram On 10/3/07, Crestez Dan Leonard <[email protected]> wrote: > > Hello > > I'm using ODE by completely controlling object position/speed/etc from > my code and only letting ODE control them after the first collision. I > want to use only ODE for collision detection and response, not motion. > > Is this acceptable or should I try to use motors or explicit forces > instead? It seems to almost work. > > I have a problem: When objects crash they start "wobbling" on the > ground. I disabled all bounciness but objects seems to oscillate a lot > on the ground. For instance a large box will first "pivot" on the edge > and then go back and pivot on the back edge and raise to almost the > same height. They take way too much time to stabilise. I saw this FAQ > entry: > > > http://opende.sourceforge.net/wiki/index.php/FAQ#How_do_I_stop_things_from_rolling_off_into_infinity.2C_or_pendulums_from_swinging_forever.3F > > I tried to implement "rolling friction" with something like > AddTorque(-0.1 * GetAngularVel()) but it didn't work. Shouldn't the > inertia tensor be involved here somehow? Or perhaps it should be > implemented for each contact point? I have no idea. > > Perhaps it actually happens because I control the objects by hand > before collision? > _______________________________________________ > ODE mailing list > [email protected] > http://ode.org/mailman/listinfo/ode > -- Zapp: Captain's log, stardate...er.. Kif: Ohhh. April 13th. Zapp: April 13th. Point 2. _______________________________________________ ODE mailing list [email protected] http://ode.org/mailman/listinfo/ode