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HomeHomeDigitalRune Sof...DigitalRune Sof...Game EngineGame EngineQuestion about Rotation and Traslation and constraintsQuestion about Rotation and Traslation and constraints
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11/30/2011 1:04 PM
 
locker
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Joined: 11/30/2011
Posts: 2
Question about Rotation and Traslation and constraints 

Hi,

Thank you Helmut for the answer to my previous question. I have another question. In my game I have a fbx model of a platform with two supports. This platform is made up of several parts that are linked togheter with parent-child constraints. In this way, when I move the parent the child follows. I use bones for the movement, because I found them easier to move with DigitalRune Animation and I can apply Look-At solver to some parts.

All the problems stems from the following issue: my gol is to move the right support up and consequently rotate the platform on the left support and vice versa, (I can't upload an image because the forum throws me an error). Of course, the problem is that I can't make the platform to be child of both supports at the same time. Therefore I have divided the platform in two parts and linked the first part with the right support and the other part to the left support. With LookAt I can maintain the whole platform orientation when I move up the support, but the two platforms are not fixed togheter and when I rotate one support the platform divides form the other.

I want to apply FixedJoint to platforms to fix both parts to each other. For applying the physics contraint I create a ragdoll. The problem is related to ragdoll, because it updates bones position according to shapes and consequently I can't move bones for rotate the parts or for the lookAt constraint..

Do you know a solution or another way to approach the problem?

Thank you.


 
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11/30/2011 4:01 PM
 
HelmutGAdmin
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Joined: 3/28/2006
Posts: 7
Re: Question about Rotation and Traslation and constraints 

The forum image upload seems to be broken since the last update of the forum module. I hope this will be fixed soon. In the meantime, please upload the images in a third-party web service (SkyDrive, imageshack, etc.). I apologize for the inconvenience.

Since I do not know the exact bone configuration, movement ranges for the bone, etc. it is hard for me to give a concrete answer. Here is some general advice that might help:

If you use the ragdoll approach, then you cannot move the bone directly because this will violate the FixedJoint constraints. You have to either work with bones and without physics, or work with a ragdoll, physics constraints, ragdoll motors and do not move bones directly:

Approach A - Animation and IK only
Depending on the bone constellation it might be possible to achieve what you need with only the animation IK solvers. Maybe you can use the CcdIkSolver to move the platforms together. You can specify a callback method in the CcdIkSolver in which you can control the rotations of the bones, e.g. the rotation of the platforms.

Approach B - Physics only
Create a ragdoll and animate this ragdoll using ragdoll motors (similar to the ActiveRagdollSample in the CharacteraAnimationSample project). Use a FixedJoint to keep the platforms connected. Use a QuaternionMotor to control the orientation of the platform (instead of the LookAt constraint).

Both approaches might need careful tweaking to avoid instabilities. Ideally we could avoid both approaches and find an analytical solution for the problem. I haven't fully understood the problem description - maybe I am overlooking a much simpler solution.

 
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