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Joints simply does not work!

Topics: Developer Forum
Dec 29, 2009 at 1:31 AM

Argh! I've been struggling with this for hours now, and joints simply just won't work.

I'm using SAT. (Which also doesn't seem to affect shit. Shit still jiggles around.)

I've created a few bodies, and when I try to add a joint between them, nothing happens. They still roll apart, like nothing changed.


NewRagdoll.jntHeadBody = JointFactory.Instance.CreateAngleLimitJoint(PhysicsEngine, NewRagdoll.Head.Body, NewRagdoll.Body.Body, 0.0f, 90.0f);


The jntHeadBody now contains a joint, but the bodies doesn't care at all.

Can't even pin a body to the world using CreateFixedAngle.



What am I doing wrong?

Dec 29, 2009 at 1:33 AM

Creating a AngleLimitJoint will not keep the bodies together. It will only put a constrain on the body that it must only rotate within an angle. You need something more like a revolute joint or a pin joint.

Dec 29, 2009 at 1:42 AM

So why does it ask for two bodies?

Dec 29, 2009 at 1:44 AM

The AngleLimitJoint constrains (limits) the angle between the two bodies. A FixedAngleLimitJoint will do it for only a single body.

If you have Silverlight installed, you can view the different joints in our online manual.