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#1
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Body linking
Hi,
I'm developing a training environment where the user must operate a fork lift truck and be able to get on and off. I have set up the fork lift using physics joints and motors so that it "behaves" correctly, which it does-to a certain, pretty much. Firstly when I pick up the objects with the forks that need loading and stacking (cages made with collideBox's top and bottom) there is a noticeable 'wobble', to the point when it looks unrealistic. Is this a trade off of using a bunch of dynamic physics shapes held together with physics joints? Secondly when linking the viewpoint to the fork lift I loose control of the head, I presume it is the head_ori that is linked is it? I have tried using setMask but to no avail ![]() Code:
#TIMER def onTimer(num): # #The timer with the id 'num' has expired if num == 0: #Link matrix of runners to forks(turning) turn = run.getMatrix() turn.preTrans(0,1.6,0) view.setMatrix(turn,viz.BODY_ORI) viz.callback(viz.TIMER_EVENT,onTimer) viz.starttimer(0,viz.FASTEST_EXPIRATION,viz.FOREVER) Am I missing something really simple here? Regards Nige |
#2
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Update
Hi all wizards,
Juddering experienced whilst moving has been improved by tweaking setStepSize and setAccuracy, although it is not perfect (yet), and the cages still cause the forks to wobble, I am more confident that I can achieve acceptable results. Take it easy |
#3
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The following code should link to rotation of the fork lift to the view body:
Code:
bodyLink = viz.link(forkLift,viz.MainView,mask=viz.LINK_ORI,dstFlag=viz.LINK_BODY) |
#4
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Nice 1
Cheers man,
ended up using Code:
bodyLink = viz.link(body,view,dstFlag=viz.LINK_BODY) Regards, Nige |
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