[ODE] Making a joint get and hold an angle

Chris Royce croyce at ntlworld.com
Wed Mar 9 18:10:32 MST 2005


Yeh I did have a look at that but I got a bit lost by it all. Don't suppose
you know of any examples as I didnt see any in the examples provided with
the library.

Thanks for the pointer so far :D

----- Original Message ----- 
From: "Megan Fox" <shalinor at gmail.com>
To: "Chris Royce" <ode at croyce.co.uk>
Cc: <ode at q12.org>
Sent: Wednesday, March 09, 2005 4:10 PM
Subject: Re: [ODE] Making a joint get and hold an angle


> Yes - look in the documentation for AMotor.  You just attach one to a
> joint, and it does exactly what you want, applies torques up to a max
> force to maintain or reach a particular user-specificed orientation.
>
> -Megan Fox
>
> On Wed, 9 Mar 2005 15:10:18 -0000, Chris Royce <ode at croyce.co.uk> wrote:
>> Hello there,
>>
>> I'm developing a bone like structure in ode, I currently have 3 blocks
>> connected in a Z like structure with hinge (hinge1 ) joints,
>> I've tried applying torques but I seam to be unable to control these
>> effectively without the structure getting out of control.
>>
>> What I'm initially trying to do is get from a flat packed Z structure to 
>> a
>> upright Z structure by applying torques to the joints. Is there a way I 
>> can
>> set a desired angle for the joint, and then the maximum force available 
>> for
>> use to obtain this angle.
>>
>> Or anyone have any other idea how I can move the joints to the desired
>> angles without overshooting them?
>>
>> Many Thanks
>>
>>
>> Chris
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>>
>>
>>
> 




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