April 6, 2011, 11:58pm
if I create a box with Box2D, it falls down, as expected.
When I use the Bullet physics plugin, the created soft bodies fall down, but the rigid bodies don’t. Does anyone know what I am doing wrong?
I would like the rigid bodies to fall down also, unless I specify that it shouldn’t obey gravity.
check mass, kinematic or static body’s won’t fall, it’s priority of active body’s only
April 9, 2011, 6:30pm
Kinematic did the trick, thanks.
How should I interpret kinematic then? If I set Kinematic to 1, it doesn’t move at all, it doesn’t listen to ‘linear velocity’. But then I don’t understand the difference between
is static, and is kinematic. Static, I would say, doesn’t move at all, but Kinematic sounds to me like ‘it can be moving’ (but it might not obey the laws of gravity).
http://wiki.answers.com/Q/What_is_kinematic_in_physics it says “Kinematics is a branch of classical mechanics which describes the motion of objects without consideration of the circumstances leading to the motion.”
But as far as I can tell for now, setting
is kinematic to 1 has the same effect as setting is static to 1, that is, making the object completely inert.
So, I managed to get my rigid body to fall, but I don’t fully understand what the pins do yet…
April 10, 2011, 6:17pm
If body is set as static it will never move.
For bodies to be dynamic (eg obey gravity), they need to:
have shapes with a mass != 0
Not been flagged as static/kinematic
Only way to move a kinematic body is to update it’s position/rotation manually (Using UpdateBody).
Difference between Static/Kinematic is when you update a kinematic body position, the engine will also update it’s velocity, which is quite useful for resolving contacts.
Updating a static body manually can be done, but they are not designed for it, so it will not update it’s velocity, and it can create some odd situations.
October 6, 2011, 9:30pm
how exactly does one update the position/rotation of a kinematic body?
regarding the updatebody node:
‘set_position’ doesen’t seem to work after i createrigidbody
rotation doesn’t seem to be available at all
do i have to bang other nodes when manual input ?
bullet kinematic q.v4p (42.3 kB)
October 10, 2011, 2:15pm
Hey, was fixed actually, but somehow forgot to release.
Will post new version in contribs soon (with few other fixes too).
November 8, 2011, 12:27pm
Latest release should fix that.