Hi,
What i found from my trials is,
1, We can derive motionstate for each rigidbody in the scene.
2. For dynamic rigidbody the motionstate setTransform function will be called by the stepsimulation.
3. For kinematic rigidbody the the getTransform function will be called by the stepsimulation. So we need to set the transform according to our need.
4. I found that kinematic rigidbody will be usefull for games in which the moving object has some animations.
5. If we use kinematic rigidbody and if we set a tranform of 10 in one direction then the intermediate steps will not be displayed. only the begining and end motion will be displayed. So there is a chance for jurking.
Can anyone please tell me what i found is right. Can anyone have any idea if i am going to simulate a machine with multiple motions at one time, which type of rigidbody will be useful. If we use a dynamic rigidbody with constraint solvers, is it going to be unstable??
Please Help.