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Rigidbody center of mass and world position decoupling

Posted: Wed Jun 22, 2011 3:21 pm
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

Re: Rigidbody center of mass and world position decoupling

Posted: Wed Jun 22, 2011 7:12 pm
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.

Re: Rigidbody center of mass and world position decoupling

Posted: Mon Jun 27, 2011 3:18 pm
by xristos
I have full access to the source code (thank you), I'll just add this feature myself.

cg