More joints ?

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Mikkel Petersen

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Jul 2, 2010, 9:36:40 PM7/2/10
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Hello hello

Any time horizon on when you will implement more joints ?

Right now I simulate a two hinged joint by connecting two joints via a
"helperbody".

And a fixed joint by setting the limits to 0,0...this is really a
heavy waste of CPU I could imagine.
I can't just merge two bodies since it's important to know which of
the bodies collided with surroundings.

But I've got the ragdoll working pretty much without any flicker, I'll
try to work on the animation part next.

mo

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Jul 3, 2010, 6:23:46 AM7/3/10
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Hi

Cool that you got things working! I'll try and supply you with at 2-
hinge joint and maybe even a capsule geometry within, say, a week or
two. Right now I'm traveling, but I'll be back in Copenhagen by
Monday. I'll let you know as soon as I got something ready in svn.

Mikkel Petersen

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Jul 3, 2010, 6:15:10 PM7/3/10
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Sounds great.

mo

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Jul 9, 2010, 4:37:30 AM7/9/10
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What kind of joint limits would be most useful for the 2-hinge joint?

Simple (box) limits on each axis, or a cone limit for both axes?

I think bullet has a joint called a twist cone, which is presumably
useful for rag doll modeling. I'll take a look at how they go about
it.


On Jul 4, 12:15 am, Mikkel Petersen <mlp2...@gmail.com> wrote:
> Sounds great.

Mikkel Petersen

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Jul 9, 2010, 7:51:12 AM7/9/10
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I think same kind of limits as the hinge joints..is that box limits ?
Anyway, the best for my application would be a joint that resembles
ODES UniversalJoint..
That is, has a global anchor and two global axis..
The joint in bullet works with local coordinates, which I think is not
very easy to work with.

Mikkel Petersen

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Jul 13, 2010, 3:30:38 PM7/13/10
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Great, I'm looking forward to try the new UniversalJoint.
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