rigid joints

Topics: Developer Forum
Dec 27, 2008 at 1:36 AM
Is there a way to make absolutely rigid joints between two bodies? 

I want the bodies to be able to separate from each other by removing the joints, but I don't want the bodies to move with respect to one another while the joints are there.  I experimented with various combinations of AngleJoints (with MaxImpulse set very high), AngleLimitJoints (with min and max set equal) and PinJoints, but all leave too much flexibility.
Dec 27, 2008 at 3:11 AM
I think what your asking for is a Weld Joint. I'm pretty sure this is on the TODO list for 2.1 but if not I'll be sure to add it. Until then you can place two Revolute joints at different places between the bodies.
Dec 27, 2008 at 3:51 AM
Edited Dec 27, 2008 at 3:54 AM
Yes, that sounds exactly like what I need.  I'm going to try the double revolute joints now.  And thanks for the quick reply!

So far, works perfectly!
Dec 27, 2008 at 3:39 PM
A Revolute Joint plus an Angle Limit Joint with Low and High Limit set to the same value works.
Dec 29, 2008 at 5:34 PM
I tried both solutions, but there is still too much "flex" between parts. This leads me to think that there is some other setting, possibly in the PhysicsSimulator object, that I need to change.