[ODE] Ball joints

Jon Watte (ODE) hplus-ode at mindcontrol.org
Fri Jul 29 23:19:38 MST 2005


First, you can probably just connect the ball joint to body B and to 
NULL, because NULL never moves. You don't need a second body.

Second, dBodyAddTorque() adds torque in global coordinates, so the 
result will be different depending on where in its cycle around the Z 
axis the rotating body is (assuming it's not just attached at the center).

Cheers,

               / h+


Brad wrote:

> dBodyAddTorque(HeadBody, 1, 0, 0);



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