Hello,
I wish to implement a chain of bodies, linked together by hinge constraints, such that if i move one body, the rest of the bodies move according to the movement and the body and the constraints.
I want to give a transformation matrix of one part, and i want bullet to solve for the transformations of the rest of the chain (which could be cyclic), however, till now, i could not find a way to do this.
The closest i got, was to implement all the bodies as dynamic bodies with constraints, and move one body using a force, and the rest of the bodies move accordingly. However, this is problematic as it is very difficult for me to transform the transformation matrices i have in mind to a set of forces.
Therefore, i wish to have a kinematic object, for which i set a transformation matrix, and the rest of the parts follow according to their constraints with the moved body, does anyone know how to do this?
Thank you,
Influence of Kinematic Object

 Posts: 47
 Joined: Sun Oct 27, 2013 4:16 am
Re: Influence of Kinematic Object
I would use torque or linV
Diff = object.worldOrientationtarget.worldOrientation
own.worldAngularVelocity = Diff*multiplier
own.worldAngularVelocity*=.5
Diff = object.worldOrientationtarget.worldOrientation
own.worldAngularVelocity = Diff*multiplier
own.worldAngularVelocity*=.5