Rigidbody center of mass and world position decoupling

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xristos
Posts: 11
Joined: Wed Jun 22, 2011 3:15 pm

Rigidbody center of mass and world position decoupling

Post by xristos »

Hi,

I'm new to Bullet and had a question about the Rigidbody's Center of Mass.

I noticed that the center of mass of a rigid body is also its world transform.

Is there a way to decouple the two? It would be convenient for mapping rigid body transforms to graphics meshes (ex, ragdolls to skeletons).

As is right now, I'll have to store a trans offset to go from Rigid Body trans to skeleton bone trans.

Thanks in advance,
cg
xristos
Posts: 11
Joined: Wed Jun 22, 2011 3:15 pm

Re: Rigidbody center of mass and world position decoupling

Post by xristos »

Welp,

That example with the ragdolls was bad, but there is a good use of having the center of mass not also be the RB world transform.
xristos
Posts: 11
Joined: Wed Jun 22, 2011 3:15 pm

Re: Rigidbody center of mass and world position decoupling

Post by xristos »

I have full access to the source code (thank you), I'll just add this feature myself.

cg
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