Hi,
In Bullet simulation, pieces are packed and have attributes : (1) P , (2) orient quaternion, (3) pivot.
Somehow, these three attributes compute the final transformation matrix for each piece. My goal is to animate these simulated pieces in reverse (not just playback in reverse, but instead create more "interesting" animation). My question is how are Pivot and P related? Initially, P equals Pivot, then as the simulation goes: Orientation changes (which is logical), and Pivot drifts away from P (i.e. not equal anymore). I checked bullet[T|R|S] are they are all zero or identity.
Thanks,