[ODE] Arbitrarily positioning bodies connected by joints

Shamyl Zakariya shamyl at zakariya.net
Mon Jul 23 11:59:50 MST 2007

Your code is pretty much the same as mine. I suspect the reason that  
yours works is that no physics steps are calculated before applying  
the transformation.

I'm actively pursuing this, if I have any luck, I'll post my  
solution. My guess, however, is that this just doesn't work. Bummer.

shamyl at zakariya.net
     the sleep of reason produces monsters
         etching with aquatint, Francisco Goya, 1797

On Jul 23, 2007, at 10:46 AM, STenyaK (Bruno González) wrote:

> I'm not sure about this, but IIRC joints need not be moved nor
> rotated. As long as you move and rotate the bodies correctly, so that
> relative positions/rotations stay the same, joints would behave
> properly after that. I don't know what happens when the body is static
> (#0), never tried it, but in the case of moving vehicles you'll not be
> using static bodies anyway.
> I coded it in my car sim long ago; only tried it for initial positions
> (before any physic step was computed, that is). The code is prolly
> abstracted a bit too much, but maybe it can help you. See lines 695
> and below here:
> http://motorsport.svn.sourceforge.net/viewvc/motorsport/trunk/src/ 
> common/worldObject.cpp?revision=468&view=markup

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