[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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