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How to apply joint's inverse forces to another body
I have a ragdoll set up with a kinematic body (hand target) connected to the hand using a configurable joint. When I move the hand target, the hand is pulled along as expected my the physics joint. However, I want the character's whole body to not get pulled with it. Is there a way to take the forces that the joint is applying to the hand and apply the inverse of those forces to the ragdoll's shoulder?
Answer by phort99 · May 13, 2013 at 07:53 AM
My solution was to not connect the hand to a floating object in space, but to use a configurable joint connecting the hand and the shoulder, using the target position and drive modes. It takes a lot of tweaking, but it seems to give the result I want in that the ragdoll's center of mass doesn't seem to move anywhere. The joint automatically applies the inverse force that I need, the drive modes were just what I was having trouble discovering.
Make sure your configurable joint allows free XYZ Motion.