Replies: 6 comments 15 replies
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Correct, maximal coordinate articulations have been removed: https://github.com/NVIDIA-Omniverse/PhysX/blob/release/104.1/physx/CHANGELOG.md#removed-4 |
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On the joints yo can set a target orientation along with spring damper. That orientation is local, but converted to a global orientation I can make my character reach for things in the world, point in global directions etc. |
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Thanks, but I'm not sure what that means, I saw a conversion from real to real in that snippet. The orientation I'm talking about is a quaternion. |
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In what way are min coordinates articulation better than max coord? the 4.x documentation has some abstract explantions, but what is the layman version? |
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SOLVED! Looking at the two pictures side by side it struck me that the problem could be with the forearms instead, which are revolute joints. I used Swing2 as axis for the revolute joint when it should have been Swing1 (any reason why these axes cannot be called X,Y,Z?). So it's solved, for now at least. Thank you for your help and patience! |
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In PhysX 5 I could not find any documentation for this. Has it been taken out?
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