[ODE] Simulating human bodies

Henri Hakl henri at cs.sun.ac.za
Thu Feb 27 09:41:01 2003


You could try the new Universal Joint (ODE 0.35)

or what I'm doing: I'm using a Ball-Joint together with a MotorJoint for a
"shoulder".


----- Original Message -----
From: "Michal Bacik" <michal@lonelycatgames.com>
To: "ODE mailing list" <ode@q12.org>
Sent: Thursday, February 27, 2003 6:22 PM
Subject: [ODE] Simulating human bodies


> If someone has done this before, I'd love to learn what are the best
joints
> for simulating human (e.g. animating dead corpses).
>
> For example joint which connects upper arm with elbow: I'd use ball joint,
> but it has no stops. Or I'd use hinge, but it absolutely limits movement
in
> one axis, which is not very realistic.
>
> Any suggestion?
>
> Thanks,
> Michal
>
> _______________________________________________
> ODE mailing list
> ODE@q12.org
> http://q12.org/mailman/listinfo/ode