[ODE] newbie joint question

Daniel Leyden daniel.leyden at gmail.com
Fri Dec 3 10:17:53 MST 2004


I'm not sure what you are asking, but if you are using Cal3D to draw your 
model and you are setting the bone rotations manually (taken from ODE rigid 
body positions) then make sure you call calculateState() for each bone that 
you modify, it would look something like this:
pBone->setRotation ( pBone->getRotation() * DeltaQuat );

pBone->calculateState();

----- Original Message ----- 
From: "Piotr Obrzut" <piotr_obrzut at o2.pl>
To: <ode at q12.org>
Sent: Thursday, December 02, 2004 7:19 AM
Subject: Re: [ODE] newbie joint question


> Hi,
>
> W Twoim liœcie datowanym 30 listopada 2004 (23:52:16) mo¿na przeczytaæ:
>
> PO> Hi,
>
> PO>    I have problem with joints stability, see picture:
> PO>    http://mathrick.org/files/joint_error.JPG
>
> PO>    while plaing with CFM and ERP the only thing I've achieved was
> PO>    sloving the effect which you can see on the annexed picture.
> PO>    All bodies are connected with ball joints now so i was thinking
> PO>    that it would work as i wanted to (the tranlation between bodies
> PO>    shouldn't change as much through the time i was hoping that changes
> PO>    will stop at some known limits)
>
> PO>    I wonder if it is possible to lock mine model bodies relative 
> translations
> PO>    without such effect (seen on picture) with ode joints? Or I should
> PO>    invent some kinematic solution for it?
>
> PO>    I've spent a lot of time searching for some examples of sth
> PO>    which will resolve mine problem, but without any effects...
> PO>    PLEASE HELP
>
>
> Did I ask mine question in stupid way, or it is cramped (b/c of mine
> english) or no one knows the answer?
>
>
> -- 
> greetings,
> Piotr Obrzut
>
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