Julio Jerez wrote:How are you making the parachut?
I assume you are using ballandsocket joints.
Try setting the joint stiffness to something like 0.95f
Or some value around.
Thanks Julio, I am trying that now!
I just want to illustrate how I'm doing this, so that you have a general idea of the complexity (or in this case, simplicity)
Newton parachute body has a collision in the shape of inverted cone (in the image below, a transparent cone). The VISUAL object roughly fits inside this cone. This visual object actually consists of 3 parachutes, and they are all animated internally (nothing to do with the Newton body). The animation that you see, the parachute domes buffeting in the wind, is purely for visual effect
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
. The newton body is an inverted cone attached to the capsule through
dCustomBallAndSocket joint (represented by little green cube at the bottom of the cone), and it is supposed to be still once it reaches its equlibrium and aligns with the velocity vector (which eventually points downwards).
![Image](https://www.dropbox.com/s/omxx6ec4mclu8g1/ParachuteObject.png?raw=1)
The internal animation is quite effective - I have it set up so that each parachute has an animation "sway" in 2 axis, and they are all fired randomly and independently, so with all the permutations, the effect is quite good
![Wink :wink:](./images/smilies/icon_wink.gif)
I don't think I want to go as far as modelling wind buffeting on the actual Newton body
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)