Hi Chao,
You didn’t attach your sample code. So, I’m not exactly sure what you are trying to do. Having said that, when using the Bullet collision system, the position and orientation passed to AttachTriangleMesh are indeed ignored (that’s not the case if you use the CHRONO collision system type).
For the case of the Bullet collision system type, one solution is to transform all mesh vertices (using, for example, ChTriangleMeshConnected::Tranform()) prior to attaching it to the body, or else move the body itself; if, as I suspect, the body you want to attach the collision mesh to is the “ground” body, note that you can have multiple bodies that you declare as “fixed”.
--Radu
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