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SetJointStiffness [SOLVED]


Canardia
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Since the joints are always getting out of position, I thought the reason might be that the hardcoded joint stiffness in LE2 is way too low.

So, to try better joints, LE2 should have the following command:

void NewtonJointSetStiffness( const NewtonJoint* joint, dFloat stiffness)

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I agree.

 

We need this to stop the joints from stretching then rope of different stretchiness, and many other things, would become possible. At the moment I have a wrecking ball that seems to be hanging of an elastic band :P.

STS - Scarlet Thread Studios

AKA: Engineer Ken

 

Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now!

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Yes I know it exists..... But it doesn't seem to have an effect. I use it on my rope class but the joints still stretch

 

I use it as shown below but it doesn't seem to make a difference:

TJoint segJoint = CreateJointBall(ropeBodySegs[i-1], ropeBodySegs[i], Vec3(segPos.X, segPos.Y, segPos.Z+(segLength/2)), Vec3(0,0,0));
SetBallJointLimits(segJoint, 0,180,180); 
SetJointStiffness(segJoint,1);

STS - Scarlet Thread Studios

AKA: Engineer Ken

 

Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now!

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  • 2 months later...

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