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Replies: 6 comments
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The best way to achieve this is to use a motor. Supply the spring frequency and damping to the |
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Thank you for the advice. I managed to implement what I want with a It runs fine. Here the helicopter starts with an identity rotation: But I start having issues when I want to limit the X or Z rotation axis (with Could this be a problem within the limits code or am I just doing something silly? I am using Code: |
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I'm not sure what
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I am using a debug build. I have read a lot of documentation about the fields and grepped through the code base quite a bit. The helicopter is a single rigged mesh (that's how the blades move, through skinning). The blades don't matter here. I see how using a My goal is simply to prevent my helicopter from toppling over (e.g. because of a collision with another body).
That could be the culprit. I can try this. [1] |
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So I tried this (and many other combinations): And now my controls are completely wrong. Am I supposed to adapt all the vectors and quaternions that I feed to |
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Yes, those are supplied in constraint space. You can use |
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I am applying a SixDOFConstraint to my bodies in order to limit the extent of the rotation among the X and Z axis. I would also like for my bodies to come back to their original rotation (0°) automatically with the help of a spring.
Unfortunately, mLimitsSpringSettings is not supported for rotations on 6DOF, only translations:
Are there any plans for supporting this? Or how can I work around this? I tried using a HingeConstraint. I could have exactly what I want one axis at a time, but not on both axis at the same time (or the body gets overconstrained and won't rotate anymore). I also tried using a SwingTwistConstraint, but it does not appear to support soft limits at all.
Cheers!
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