However, I would still benefit from someone helping with my first question. How do I get rid of initial "bounce" and "wobble" of a node?
If I have a ball sitting atop a hole which is slightly smaller than the diameter of the ball, and gravity or a force is enabled, my ball doesn't "sit still" atop the hole. Rather, it wobbles around the hole for several seconds until it eventually slows down and sits atop the hole. If the collision plane and ball is perpendicular to gravity, shouldn't the ball's position remain initially constant and not wobble around?
My attached pictures shows one of the balls wobbling around the hole instead of its position remaining constant.
Code:
viz.add('shaft.dae', pos = (0,0,0))
base = viz.add('base.dae', scale=[1,1,1],euler=[0,0,0], pos = (-2.5,0,-2))
base.texture(pic_base)
# add spheres
sphere1 = viz.addChild('ball.dae', viz.WORLD, pos = (-.65,.17,.84), scale=[0.4,0.4,0.4],euler=[0,0,0], texture=(pic_sphere))
sphere2 = viz.addChild('ball.dae', viz.WORLD, pos = (-.65,.2,-.19), scale=[0.4,0.4,0.4],euler=[0,0,0], texture=(pic_sphere))
sphere3 = viz.addChild('ball.dae', viz.WORLD, pos = (-.65,.2,-1.18), scale=[0.4,0.4,0.4],euler=[0,0,0], texture=(pic_sphere))
sphere4 = viz.addChild('ball.dae', viz.WORLD, pos = (-1.64,.2,.82), scale=[0.4,0.4,0.4],euler=[0,0,0], texture=(pic_sphere))
sphere5 = viz.addChild('ball.dae',viz.WORLD, pos = (-1.64,.2,-.19), scale=[0.4,0.4,0.4],euler=[0,0,0], texture=(pic_sphere))
sphere6 = viz.addChild('ball.dae', viz.WORLD, pos = (-1.64,.2,-1.18), scale=[0.4,0.4,0.4],euler=[0,0,0], texture=(pic_sphere))
base.collideMesh()
viz.phys.setGravity(0,-10,0) #world gravity
sphere1.collideSphere(bounce = 0)
#sphere1.applyForce([0,0,-2])
#ringPhys = sphere2.collideSphere(bounce = 0)
#ringPhys = sphere3.collideSphere(bounce = 0)
#ringPhys = sphere4.collideSphere(bounce = 0)
#ringPhys = sphere5.collideSphere(bounce = 0)
#ringPhys = sphere6.collideSphere(bounce = 0)
#linking
link = None #The handle to the link object
#Grab or let go of the ring
def toggleLink():
global link
if link:
#If link exits, stop grabbing
link.remove()
link = None
else:
#If no link, grab the circle with the shaft(parent + grasper tip (children))
link = viz.grab(shaft, sphere1)
vizact.onkeydown(' ',toggleLink)
vizact.whilekeydown(viz.KEY_UP,shaft.setPosition,[0,vizact.elapsed(1),0],viz.REL_PARENT)
vizact.whilekeydown(viz.KEY_DOWN,shaft.setPosition,[0,vizact.elapsed(-1),0],viz.REL_PARENT)
vizact.whilekeydown(viz.KEY_RIGHT,shaft.setPosition,[vizact.elapsed(1),0,0],viz.REL_PARENT)
vizact.whilekeydown(viz.KEY_LEFT,shaft.setPosition,[vizact.elapsed(-1),0,0],viz.REL_PARENT)