Re: AMotor query
"Gazi Alankus" <[email protected]> Sat, 24 Nov 2007 22:15:29 -0600
| Newsgroups | gmane.comp.lib.ode |
|---|---|
| Message-ID | <[email protected]> |
Did you consider connecting them to the environment using fixed joints? -Gazi On 21/11/2007, Mark Williams <[email protected]> wrote: > Mark Williams wrote: > >> Hi, I have an AMotor set up in 3-axis user mode with axes (1,0,0) > >> (0,1,0) (0,0,1) locked to the global frame. On all 3 axes, FMax is set > >> to dInfinity, Vel is set to zero, and ERP is set to 1.0. This motor is > >> then connected between a body and the static world. If I add any contact > >> joints to the body, then I see a torque being applied and the body gains > >> angular velocity. I was under the impression that motors 'look ahead' > >> and so with the parameters I have set it should be almost impossible to > >> rotate the body. Am I misunderstanding how motors are implemented? > >> > > I'm still investigating this but haven't got very far. What I'm trying > to do is create immovable geoms by adding an LMotor and an AMotor, both > trying to bring the linear and angular velocities back to zero with > whatever force is necessary. I know the "correct" way to create geoms > that don't respond to collision is to not give them a body, but then if > those geoms are animated in any way then the contact joints have no > knowledge of their velocity, giving an incorrect response. Is there any > other way I can get the velocity information across if the motor > approach is not going to work? > > Thanks, > Mark > > > > _______________________________________________ > ODE mailing list > [email protected] > http://ode.org/mailman/listinfo/ode >