Problem with Ball-Socket joint

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Problem with Ball-Socket joint

Postby Steevah » Tue Mar 24, 2009 4:56 pm

Hi, guys!

We are trying to make a realistic looking ragdoll and we've encoutered some problems with ball-socket joints.

Her's example to show the problem:

We have two similar physic bodies. let's name them box1 and box2. box1 has coordinates -10; 0; 0 and the second box is in 10; 0; 0. We connect this boxes with a ball-socket joint with following parameters:
coordinates of joint: 0; 0; 0
ConeAxis: -1; 0; 0
maxConeAngle: 1 radian
maxTwistAngle: 2 radians
Box2 is a parent

When we begin the physics simulation we use SetMoveable(false) for parent box2, so it stays in place, but Box1 is pused down by force of gravity around the joint, untill it reaches the limit of maxConeAngle set to 1 radian. In this case everything works as expected.

But, when we change maxConeAxis to -1; 0; -1 , and start the simulation again, box1 will fall down for about 90 degree (1,5 radian) which is far beyond the limit of maxConeAngle.

And what is more strange, decreesing the maxTwistAngle can somehow affect the limiting cone of maxConeAngle, making the angle lesser.

Any ideas what's wrong ?

We're using Newton via the TVD 6.5
Thanks in advance.
Steevah
 
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Re: Problem with Ball-Socket joint

Postby Stucuk » Tue Mar 24, 2009 11:46 pm

What version of newton does TVD 6.5 use? 1.53 or 2.0 beta.
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Stucuk
 
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Location: Scotland

Re: Problem with Ball-Socket joint

Postby starshoi » Wed Mar 25, 2009 4:52 am

TVD is using Newton 1.53.
starshoi
 
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