Hey, i know i can use kinematic joint for this type of job, but I need it to be forced with certain force, torque to position, orientation.
Maybe i overlooked some function in kinematic joint.
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PJani wrote:I finally binded physics to ogre skeleton using only orientations.
When limit is bigger than 90 degrees it fails to limit what ever limit is set(min/max twist limit, cone limit, min/max angle limit)
//m_skeleton is visual skeleton/entity
//cc is physical bone( body ) from physical ragdoll
Ogre::Bone* bone = dynamic_cast<Ogre::Bone*>(m_skeleton->getSkeleton()->getBone( cc->getName() )->getParent());
if(bone)
{
bone->setManuallyControlled(true);
bone->setInheritOrientation(false);
bone->setOrientation(cc->getPhysicsQuaternion() * cc->getBodyInvOri());
}
JoeJ wrote:When limit is bigger than 90 degrees it fails to limit what ever limit is set(min/max twist limit, cone limit, min/max angle limit)
I solved that using my own custom joint.
Julio uses vector directions, which is not really good because the flipping.
I replaced that by a quaternion twist / swing, which allows > 150 degrees.
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