JV-ODE Physics Thread 3

Blitz3D Forums/Blitz3D Userlibs/JV-ODE Physics Thread 3

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What VIP3R says is correct - What I do is to have a reference position that is always used to create the joints - once the joints are attached in the reference position ensuring that joint limit angles are correct,you can then rotate/postion the bodies to the desired position with dbodySetRotation/dbodySetPosition.
As long as the 'desired' position is not beyond the joint limits it should work fine. If the desired position is beyond a joints limit then the joint will snap to whatever its limit value is.

The process I use is:

Create rag-doll using the reference values ( this is usually frame 0 in an animated model.

Attach joints (except those attached to world)- this makes sure my limits are correct.

Position and Rotate all geoms/bodies to current position.

Attach joints fixed to world (if any).