[ODE] keyframe character animation link to a ragdoll
Samuel Girardin
samuel.girardin at wanadoo.fr
Wed Feb 18 06:15:56 MST 2004
I succed to manage my stuff.. I had to use between two ragdoll
state(ragdoll, keyframe anim, ragdoll) this code :
dBodySetLinearVel (body[i],0,0,0);
dBodySetAngularVel (body[i],0,0,0);
This for each body, and I rebuild all joints between two different states.
I think this erase the unwanted forces. But I have some chance (-: I don't
destroy the joints. I only call myMakeOdeJoint (the one I call for the
first ode build).
Someone knows Why ode don't crash when I create some already existing
joints ?
I 've read something in the ode doc about a joint callback to have access to
the forces apply by joint on connected bodies...
Is someone succed to implement this thing, I 'm sure this the right method
for my poblem.
It would be cool if someone could tell me how work this joint call back, I
will appreciate a little exemple for one joint... (-:
cheers
samuel
www.aaxyz.com
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