[ODE] Universal Joint / Arm -> rotating about its own axis
Martin C. Martin
martin at metahuman.org
Thu Apr 3 07:43:01 2003
David Nicolier wrote:
>
> Ok I understand what's happening now.
> It's a misunderstanding about the way the Universal Axis1/2 work.
> It would mean (I'm refering to the Documentation, chapter 7.3.4), that
> the axis2 is not turning when there's a rotation on axis1, but instead
> it is staying fixed ?
I don't understand what you're trying to say. Axes don't turn, bodies
turn. Axes are attached to bodies though. What do you mean by "a
rotation on axis1"? Do you mean body 1 is rotating about axis1? Do you
mean axis1 is rotating about some other axis?
> (Then the drawing would be false, because it's impossible for the body2
> to turn on it's own axis if the axis2 is turning with the rotation of
> axis1 like on the drawing 7.3.4)
The drawing is fine. Imagine rotating body 2 about axis 2, so that axis 1
and axis 2 don't change in world coordinates. Imagine rotating body 2
until it's long axis is perpendicular to body 1, pointing (mostly) into
the screen. At that point, you can rotate body 2 about its long axis.
Axis 2 will rotate with it, but it will always be perpendicular to axis 1.
Again, this really shouldn't happen if the long axis of body 2 is even a
little off from parallel to axis 1. So I suspect there's something else
going on in your simulation, but I can't be sure. Have you tried printing
out the angle between the two axes, to see how far off they get?
- Martin