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
Rigidbody center of mass and world position decoupling
-
- Posts: 11
- Joined: Wed Jun 22, 2011 3:15 pm
-
- Posts: 11
- Joined: Wed Jun 22, 2011 3:15 pm
Re: Rigidbody center of mass and world position decoupling
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.
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.
-
- Posts: 11
- Joined: Wed Jun 22, 2011 3:15 pm
Re: Rigidbody center of mass and world position decoupling
I have full access to the source code (thank you), I'll just add this feature myself.
cg
cg