[ODE] Re: Problem with amotors and ball joints

Brad braddabug at comcast.net
Tue Jul 26 17:28:19 MST 2005


I changed my stuff to something like this:

// set hi stop of axis 0 to 0.1
// set lo stop of axis 0 to 0
// set hi stop of axis 0 to 0.1
// set lo stop of axis 0 to 0

Is that what you mean? It didn't make any difference. Also, it turns out 
that the hi and lo don't have to be unequal for the stops to stop 
working. it seems like the direction that the body wants to move (due to 
gravity or whatever) just cannot be 0. Anything else and the stop 
doesn't work at all. If the angle wants to get smaller due to gravity 
pulling on the body, setting the hi stop doesn't make any difference; it 
only depends upon the lo stop in that case.

Megan Fox wrote:

>Make sure you set the stops twice - I'd lay odds that's what you're
>seeing here, that one stop isn't setting properly.
>
>For whatever reason (why the heck hasn't it been removed yet?  Seems
>completely useless), the joint stops do "sanity" checking on the input
>values to make sure a hi stop isn't lower than a lo stop, etc.
>
>But of course, when setting completely new values, often your new hi
>is lower than your old lo... etc... so you end up needing to set new
>values twice.
>
>-Megan Fox
>
>On 7/26/05, Brad <braddabug at comcast.net> wrote:
>  
>
>>I'm trying to apply stops to a ball joint using angular motors. When I
>>create a ball joint and an angular motor, with stops on every axis of
>>the angular motor except one, with the hi and lo stops all set to 0, the
>>ball joint behaves like a hinge, which is correct. But if I set one of
>>the hi or lo stops to 0.0001 or -0.0001 (respectively), which should
>>have a negligible effect, the joint behaves completely different.
>>
>>Is this a bug or am I doing something wrong? I've got the amotor set up
>>in user mode with all the axes anchored to the global frame.
>>_______________________________________________
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>>    
>>
>
>  
>


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