[ODE] Simple character control

Colin Bonstead colin at cyan.com
Mon Mar 29 15:56:56 MST 2004


After reading through the docs a few more times I figured out that you can use 
motor functions on pretty much any joint.  I was just skipping over that stuff 
because I was assuming it was part of the angular motor API.  Whoops.

Anyway, it looks like a motor on a slider joint could provide linear velocity 
for me.  I'm trying that out right now.  It seems like that would restrict 
motion in the other 2 axis though, if I'm understanding the slider concept 
correctly.  The way we were doing this in our previous physics engine was by 
just setting the velocity every frame, but it seems like this isn't the best 
idea from reading the ODE docs.

I'll play around with these joints some more and see if I can figure this out 
myself, but if anyone has any suggestions I'd certainly be interested in 
hearing them.

Colin

-----Original Message-----
From: Colin Bonstead <colin at cyan.com>
Sent: Mon, 29 Mar 2004 08:51:36 -0800
To: <ode at q12.org>
Subject: [ODE] Simple character control

I'm trying to add movement control for my avatar.  Right now, it's just a
sphere, and I'd like it to scoot around the environment (not roll, because I'd
like the pivot to keep it's vertical orientation).  The velocity of the avatar
is derived from animation data each frame.

>From reading the docs and looking through the archives, it seems like a motor
joint is the way to go.  The only one I see is the the angular motor.  That
seems like it could be handy for keeping the avatar upright (restrict motion
in two of the axis), and turning (around the vertical axis).  But how can I do
linear motion?  Unless I'm missing something, you could only do that with a
motor if you were rolling the object.

Colin


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