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btScalar characterHeight1=10.75;
btScalar characterWidth1 =10.75;
btConvexShape* capsule1 = new btCapsuleShape(characterWidth1,characterHeight1);
myObject[0].mtrans2.setIdentity();
myObject[0].mtrans2.setOrigin( btVector3( BtOgre::Convert::toBullet( Ogre::Vector3( 200,100,200) + Ogre::Vector3(0,60,0) ) ) );
btScalar mass1(0);
myMotionState1 = new MyMotionState(mtrans2, torsoNode);
btRigidBody::btRigidBodyConstructionInfo rbInfo1(mass1,myMotionState1,capsule1,localInertia1);
body5 = new btRigidBody(rbInfo1);
body5->setAngularFactor(.0f);
body5->setFriction(0.0f);
//body5->setAngularVelocity( btVector3( 0.0f, 0.0f, 0.0f ) );
body5->setActivationState (DISABLE_DEACTIVATION);
SetMotionState3(body5);
dynamicsWorld->addRigidBody(body5);
dynamicsWorld2->addRigidBody( body5 );
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torsoTrans.setIdentity();
torsoTrans.setOrigin( btVector3(BtOgre::Convert::toBullet( position + Ogre::Vector3(0,60,0) )) );
body5->setWorldTransform(torsoTrans);
// body5->setCenterOfMassTransform(torsoTrans);
body5->activate(true);
So these are two questions that are connected. any help with either thanks.