thanks for
bulletphysics.org/mediawiki-1.5. … onstraints
how I see there how looks the - CONSTRAINT_CONETWIST )
also before this i’m read this manual :
cs.uu.nl/docs/vakken/mgp/ass … Manual.pdf
In the 13_Ragdoll script example
Yes , i see this example, but on C++
i write my code for ragdoll based on this code example:
CreateRagdollConstraint("Bip01_L_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3::BACK, Vector3::FORWARD,
Vector2(45.0f, 45.0f), Vector2::ZERO);
CreateRagdollConstraint("Bip01_R_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3::BACK, Vector3::FORWARD,
Vector2(45.0f, 45.0f), Vector2::ZERO);
CreateRagdollConstraint("Bip01_L_Calf", "Bip01_L_Thigh", CONSTRAINT_HINGE, Vector3::BACK, Vector3::BACK,
Vector2(90.0f, 0.0f), Vector2::ZERO);
CreateRagdollConstraint("Bip01_R_Calf", "Bip01_R_Thigh", CONSTRAINT_HINGE, Vector3::BACK, Vector3::BACK,
Vector2(90.0f, 0.0f), Vector2::ZERO);
CreateRagdollConstraint("Bip01_Spine1", "Bip01_Pelvis", CONSTRAINT_HINGE, Vector3::FORWARD, Vector3::FORWARD,
Vector2(45.0f, 0.0f), Vector2(-10.0f, 0.0f));
CreateRagdollConstraint("Bip01_Head", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3::LEFT, Vector3::LEFT,
Vector2(0.0f, 30.0f), Vector2::ZERO);
CreateRagdollConstraint("Bip01_L_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3::DOWN, Vector3::UP,
Vector2(45.0f, 45.0f), Vector2::ZERO, false);
CreateRagdollConstraint("Bip01_R_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3::DOWN, Vector3::UP,
Vector2(45.0f, 45.0f), Vector2::ZERO, false);
CreateRagdollConstraint("Bip01_L_Forearm", "Bip01_L_UpperArm", CONSTRAINT_HINGE, Vector3::BACK, Vector3::BACK,
Vector2(90.0f, 0.0f), Vector2::ZERO);
CreateRagdollConstraint("Bip01_R_Forearm", "Bip01_R_UpperArm", CONSTRAINT_HINGE, Vector3::BACK, Vector3::BACK,
Vector2(90.0f, 0.0f), Vector2::ZERO);
But the main question is: how to choose the vector for these axes ?
why is there forward and back vectors and not a right and up ?
let’s say I have a character rig.
What do I need to look to choose the right direction for joint bending.
At the local axis of the same bone or to the global axis?
And why would there otherAxis() needed ?