The reason translated files may not behave like it did in Mekanimo is
this: Box2D solver does not have spring or torsional spring
elements. People create springs by modifying distance joints but I am
not aware of any way to simulate torsional springs in the solver
without adding external torque to the appropriate rigid bodies at each
time step. If anybody knows how to do this please let me know so that
we can add that capability too. Since the default solver is missing
these element types, Mekanimo cannot translate elements like spring,
chain, gap, torsional spring etc. After the release, we will create
an option in the createBox2DCpp function to create distance joints to
simulate springs. But this will not address the issue of using
springs to move objects (like muscles).
Adding these capabilities to Mekanimo was simple for me, thanks to
pyBox2D. If anybody is interested I can publish a tutorial explaining
how to do this. Mekanimo's springs and torsional springs have
frequency, amplitude, and phase angle properties to make animal like
motion easy. If Cocos2D includes these modifications to the solver,
exporting code for the modified solver would be fairly easy from
Mekanimo.
Please note that the latest version has an Export menu button under
the File menu that allows you to export the current model
automatically (it uses the current model's name for the path). If you
need a different name then you can keep using it the same way you did
before.
Generating output files specifically for Cocos2D is in our to do
list. We are planning to do this after we release the Mac version.
Fahri