Now, I used .setPosition((x,y,z)) and then call the setFixed function.
That works, but I don't know what influence will occur on my system, I means another bugs.
Thank you for your reply
Master degree student of
Institute of FIeld roBOtics(FIBO)
King Mongkut's University of Technology Thonburi
Hubei Jingshan Light Industrial Machinery (Thailand) Co.,Ltd
Email: moslenter@..., moslenter@...
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Date: Wed, 5 Jan 2011 12:28:12 -0500
Subject: Re: [Pyode-user] How can I translate the FixedJoint Position?
On 12/25/2010 02:27 AM, Moster Manokhatipaisarn wrote:
My code as follow:
join = ode.FixedJoint(self.visualWorld.odeworld)
However, I want to translate the fixedjoint position.
I try to translate but the result is not make sense.
It would be better if I can detach this joint, translate it and
But I don't know how to detach this joint
I'm not sure I understand your question. You want to have two
objects fixed together, but periodically change their positions?
ODE does not provide a function to detach joints. Since FixedJoints
don't have any state, you could probably destroy the joint, move the
bodies, and create another one. However, be aware that the manual
"Using this joint is almost never a good idea in practice, except
when debugging. If you need two bodies to be glued together it is
better to represent that as a single body."
Hope this helps.