[ODE] Static head with ode hair

Rafael Horbach rafael at southlogic.com
Thu Mar 24 19:08:12 MST 2005


Hello there.

I have a ODE ragdoll system on our game engine that works well, but now 
I'm trying to do a cartoon-like character with long and dynamic hair, so 
my first attempt was to make it with ode.

I've successfully made the geometries setup, the hair is made of some 
ccilinders linked in ccylinders, attached in a sphere that is "the 
head". It falls, collide in the ground and so on... So far so good.

My problem now is how to make the head "static" for the ode step 
function, while updating it's position and direction based on the 
character position and animation. I know that the best way to make a 
static body is to use the "0" body id, I could do that, and could also 
make the joints that link in the head use the "0" body id, but that way, 
the joints will not follow the head...

I've also tried to disable the head body/geometry, but ode likes to 
re-enable it, because of other collisions. Total failure :(

So, if you have any clue about that, It would be very nice... I'm 
thinking about making the joints linked with the 0 body id and updating 
the joints position by myself, but I don't know if it'll work... doesn't 
seems nice, but I cannot see other alternatives...

Best Regards,
_______________________________________________
Rafael Horbach (rafael at southlogic.com)
Southlogic Studios
http://www.southlogic.com


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