[ODE] Implementing a new joint
Patrick McColgan
patrick at torcinteractive.com
Mon Jan 9 01:51:48 MST 2006
For a similar character avatar I use an AMotor to stop rotations about
all three axes.
There's a small fix in the Unstable branch for the AMotor and you need
to use the 'UserMode', it took a bit of checking but I've found it to be
very stable (keeps a capsule upright).
There's also a few posts about setting up the AMotor if you search the
mailing list.
Guru2012 wrote:
> I am using a character capsule to move a character around in a
> terrain, but I've run into an issue. I want a joint that restricts the
> capsule from rotation on all three axes, and I have the math worked
> out for it, but I couldn't figure out how to write the code. I looked
> at the code for the Plane2D joint, but I didn't leave very much more
> enlightened.
>
> Can anybody give me a list of what functions and objects I need to
> implement to integrate this joint into ODE? I.e. so that I can make a
> call to "dJointCreateNoRotationJoint" and have it work?
>
> Thanks,
> Andrew
>
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