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