hard joints

A place to discuss everything related to Newton Dynamics.

Moderators: Sascha Willems, walaber

hard joints

Postby SilentAssassin21 » Mon Oct 29, 2012 8:21 am

hi, i've been playing around with joints but i cant find out from the docs or here on forums how can i make joints hard attached, like for example i want to have a robot that has body parts attached (they are steel for example) so i dont want to see spring effect from the joint... but come a long right away
SilentAssassin21
 
Posts: 32
Joined: Sat Sep 22, 2012 4:05 pm

Re: hard joints

Postby PJani » Tue Oct 30, 2012 11:13 am

Use compound collision! Because when u use weld joint or hard joint, engine needs to do more calculations than using compound. Over and out.
| i7-5930k@4.2Ghz, EVGA 980Ti FTW, 32GB RAM@3000 |
| Dell XPS 13 9370, i7-8550U, 16GB RAM |
| Ogre 1.7.4 | VC++ 9 | custom OgreNewt, Newton 300 |
| C/C++, C# |
User avatar
PJani
 
Posts: 448
Joined: Mon Feb 02, 2009 7:18 pm
Location: Slovenia

Re: hard joints

Postby SilentAssassin21 » Tue Oct 30, 2012 2:01 pm

ah nevermind, i did the hinge joints with linear rows only... now that bastard does whatever i want
SilentAssassin21
 
Posts: 32
Joined: Sat Sep 22, 2012 4:05 pm


Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest

cron