[ODE] Mixing simulation with basic keyframe data.

Aras Pranckevicius nearaz at interamotion.com
Thu Jul 3 01:36:09 2003


> of them.  I first tried to just manually update the
> position and rotation of the geom based on the current
> transform of the animated level geometry -- no go, my
> vehicle just sort of falls through rising platforms
> (and encounters other similar problems) which is
> pretty much what I expected to happen when the geoms
> were not attached to bodies.

I've done just that and didn't ancounter any problems - the level was a
bunch of body-less geoms, and the vehicles interacted properly with it
(rising on platforms, get crushed between platforms - quite funny :) etc).
Of course, when creating contact joints, you have to specify one of the
bodies as "static" (zero ID).

And the static geoms shouldn't be moving too fast, or there will be
situations when it just "skips" the collision in one time step.


Aras Pranckevicius aka NeARAZ
http://www.gim.ktu.lt/nesnausk/nearaz/