Replies: 2 comments 3 replies
-
There's really no solution to this? I'm finding it hard to use articulations in any serious way without being able to position them. Been vacum cleaning the docs and the internet for a solution. Even asked chatgtp who said I could attach a rigid body to each link using a fixed joint, then move that body around which would make the articulation link move with it. Pretty creative but I'm not sure that is a very effective way. |
Beta Was this translation helpful? Give feedback.
-
Hi @mlp1802 - are you using this? https://github.com/NVIDIA-Omniverse/PhysX/blob/release/104.2/physx/include/PxArticulationReducedCoordinate.h#L1159 This will rotate the root link and all descendant links for you. It is correct that you cannot set the poses of the descendant links directly, because those are set implicitly by the root pose + the reduced joint coordinates. |
Beta Was this translation helpful? Give feedback.
-
So I've finally made the conversion from Max Coordinate to Reduced Coordinate articulation (thanks Philipp!).
Now there's a new problem: in my game I frequently need to move and rotate the ragdolls.
I've tried two methods.
Calling set global pose on each link. That produces a "NpArticulationLink::setGlobalPose teleport isn't allowed in the reduced coordinate system" error
Calling the "teleportRootLink" method. That works with regards to translation, the ragdoll can move around..but it only rotates the rootlink..the rest of the ragdoll stays in the same place. After a couple of frames with that the simulation explodes.
So my question is, what is the correct way to "teleport" a reduced coord articulation, both with respect to translation and rotation?
Beta Was this translation helpful? Give feedback.
All reactions