[ODE] Making a joint get and hold an angle
Megan Fox
shalinor at gmail.com
Wed Mar 9 11:26:13 MST 2005
Look in test_joints.cpp - it's easy to miss in there, just do a search
on "AMotor" in the file.
-Megan Fox
On Wed, 9 Mar 2005 18:10:32 -0000, Chris Royce <croyce at ntlworld.com> wrote:
> Yeh I did have a look at that but I got a bit lost by it all. Don't suppose
> you know of any examples as I didnt see any in the examples provided with
> the library.
>
> Thanks for the pointer so far :D
>
> ----- Original Message -----
> From: "Megan Fox" <shalinor at gmail.com>
> To: "Chris Royce" <ode at croyce.co.uk>
> Cc: <ode at q12.org>
> Sent: Wednesday, March 09, 2005 4:10 PM
> Subject: Re: [ODE] Making a joint get and hold an angle
>
> > Yes - look in the documentation for AMotor. You just attach one to a
> > joint, and it does exactly what you want, applies torques up to a max
> > force to maintain or reach a particular user-specificed orientation.
> >
> > -Megan Fox
> >
> > On Wed, 9 Mar 2005 15:10:18 -0000, Chris Royce <ode at croyce.co.uk> wrote:
> >> Hello there,
> >>
> >> I'm developing a bone like structure in ode, I currently have 3 blocks
> >> connected in a Z like structure with hinge (hinge1 ) joints,
> >> I've tried applying torques but I seam to be unable to control these
> >> effectively without the structure getting out of control.
> >>
> >> What I'm initially trying to do is get from a flat packed Z structure to
> >> a
> >> upright Z structure by applying torques to the joints. Is there a way I
> >> can
> >> set a desired angle for the joint, and then the maximum force available
> >> for
> >> use to obtain this angle.
> >>
> >> Or anyone have any other idea how I can move the joints to the desired
> >> angles without overshooting them?
> >>
> >> Many Thanks
> >>
> >>
> >> Chris
> >> _______________________________________________
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> >>
> >>
> >>
> >
>
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