[ODE] How to constrain an object in two axes
Patrick McColgan
patrick at torcinteractive.com
Wed Nov 10 11:41:31 MST 2004
Hey
Hopefully you'll have received a mail 'Re:[ODE] Controlling an avatar
and the use of AMotors' which is very much along the lines of what
you're looking for. I have a similar problem and was a bit put off by
the number of similar requests on the mailing list but the lack of
replies so i'm trying to correct it with my findings but could use I lot
of assistance nailing these AMotor things.
Hope it helps.
Tim Rightnour wrote:
>I'm trying to build the code that will control my NPC's and my player
>characters. My basic design is a box or ccylinder.
>
>I've read the archives regarding player handling, and they usually talk about
>using an AMotor to keep my character upright. I've been attempting to do this,
>but I'm having a hard time understanding how the AMotor works exactly.
>
>>From reading the documentation, it seems that the amotor will allow me to place
>rotational torque on a body, relative to another body. What I really want, is
>a way to lock a body in the vertical position. I tried attaching an amotor to
>the body, and then contstraining the joint in both the X and Z axes, but it
>had no effect that I could see on the simulation.
>
>I'm wondering if AMotors just don't work like this, and if so, is there another
>way I can do this? All I want is an object that is free to move around, rotate
>on it's Y axis, but never on the Z or X axis. I don't want my NPC's
>weeble-wobbling around, or constantly righting themselevs. They need to just
>remain upright unless I specifically place them in another position.
>
>---
>Tim Rightnour <root at garbled.net>
>NetBSD: Free multi-architecture OS http://www.netbsd.org/
>NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi
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>
>
>
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