[ODE] One Body AMotors
Timothy Wayper
timmy at wunderbear.com
Sat Oct 25 15:39:43 MST 2003
Hi there,
I'm replacing the problematic custom physics engine in a game I'm
writing with ODE at the moment, and I'd like to limit the rotation of
some bodies to one dimension. Well, not quite, but I'd at least like to
be able to provide a "balance" torque to stop characters falling over,
while allowing controlled "foot" rotation.
My attempted solution was to connect an AMotor between the body and the
"ether". One axis of the AMotor would provide directional control, the
other two would resist topple. This seems to make sense to me, but now
I've tried it I see that AMotors must be connected between two real
bodies. Ie, dJointAttach(joint, body, 0) fails.
Am I going about this totally the wrong way? One solution I can imagine
is to connect an AMotor between the character's body and a "dummy"
body, then fix the dummy body to the static environment. Is this
feasible? Any alternative suggestions?
Cheers,
Tim Wayper
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