Just tried to comment out the friction rows - the problem goes away (as expected).
Removing the stiffness row reduces it a lot, but still jitters.
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JoeJ wrote:Probably i'm most intersted in this part as a better replacement for powerd joints.
JoeJ wrote:You say the result has to be applied as external forces, but i assume those forces are calculated so that it's guaranteed they could be the result of only the ragdolls muscles, and it's impossible to get something wrong like strings on a puppet?
What is possible input for this process?
A pose by defining all relative joint rotations?
A pose by defining some relative joint rotations, and letting other joints unconstrained (e.g. for a dangling arm)
Does this solver take contacts into account, or only the ragdoll?
JoeJ wrote:(Using a joint for picking does not so good, but no worries about that now)
Awesome!
int NewtonSkeletonContainerAttachCyclingJoint (NewtonSkeletonContainer* const skeletonPtr, NewtonJoint* const jointPtr)
void NewtonSkeletonContainerRemoveCyclingJoint (NewtonSkeletonContainer* const skeleton, NewtonJoint* const joint);
NewtonSkeletonContainer* skel = NewtonBodyGetSkeleton(body of interest)
if (skel) {
NewtonSkeletonContainerAttachCyclingJoint (skel, joint)
}
them when done
NewtonSkeletonContainerRemoveCyclingJoint (skel, joint);
There seems a bug with cylinders and capsules.
the NewtonCollisionInfoRecord gets initialized to
m_radio0: 0.1
m_radio1: 1.0 (from height)
m_height: 5.5e+11
I get the record like this:
NewtonCollision* collPrimitive = NewtonBodyGetCollision (body);
NewtonCollisionInfoRecord collisionInfo;
NewtonCollisionGetInfo (collPrimitive, &collisionInfo);
Also there is an assert at dgDeadJoints::DestroyJoint(dgConstraint* const joint)
JoeJ wrote:I have to dig into my code to figure out what settings i need.
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