A place to discuss everything related to Newton Dynamics.
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by Julio Jerez » Fri Dec 15, 2017 7:08 pm
It believe it works, you only need to pass the target matrix, you code pass the wrong one.
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Julio Jerez
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by pHySiQuE » Fri Dec 15, 2017 7:23 pm
Nope, it doesn't matter if I flip the quaternion or not. And if I call SetRotation() to force the rotation I can see my quaternion is correct (at least by my own engine's conventions). I can make another demo if you like.
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pHySiQuE
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by pHySiQuE » Fri Dec 15, 2017 7:33 pm
Hmmm...I might not have built the custom joints DLL successfully...let me check this...
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pHySiQuE
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by pHySiQuE » Fri Dec 15, 2017 8:55 pm
Okay, after a restart it is now building again. Works great!
My quats do have to be inverted from yours, but it all works perfectly now. Thanks a ton!
This makes a huge difference in our games because we can smoothly pick up objects.
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pHySiQuE
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