Ignore other simulation body/geom?

Jul 6, 2010 at 12:17 AM

Hello I have an object I have created that as it is right now, will turn around a revolution joint anchored to the world at a certain spot. The problem is that when the player interacts and jumps onto this spinning platform, the platform will actually adknowledge that the player touched it and will hamper the turning. I would like to have the body/geom totally disregard (..push the player away) instead of having it's turning hampered. How would this be possible?

Jul 6, 2010 at 7:26 AM
I believe you want to set it to static in FP2.x. I think that is Body.IsStatic = true in that version. I know there are motors in FP3, which would be able to do this easier, but someone can correct me if I'm wrong here.
Jul 6, 2010 at 4:40 PM

Setting it to static will make the object unable to move, unless I am incorrect...

I want this object to still be able to turn (I forceable set the AngularVelocity).

Jul 6, 2010 at 11:36 PM

Are you using 2.1.x or 3.0?


Jul 7, 2010 at 7:00 AM
Edited Jul 7, 2010 at 7:00 AM


Jul 8, 2010 at 12:11 AM

I think you would have to create an OnCollision event that applies an impulse torque to the spinning platform.