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Showing results for tags 'torque'.
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Hi there, I'm trying to learn vex, but I've run into a bit of trouble with the RBD solver. My goal is to apply forces to individual points on a model, and have the model respond appropriately. My first assumption is that I would use a bulletRBD solver to accomplish this, along with a POPForce node. However, this applies force to the center of mass of the object, which is fine, but I also want some rotational values as well. For instance, if I have a cube, and I apply force (0, 10, 0) to verts on the left side of the cube, and I apply the opposite force (0, -10, 0) to verts on the right side of the cube, I would like to see the cube spin. I know I can manually edit the @w attribute to add angular velocity, but do I have to calculate the angular velocity manually to make this work? Thanks for your help.
Hey All: This is a lay and perhaps naive approach I put together for getting rotations in H13. Attached is a file that has this approach. My physics no es bueno, so I'm wondering if anyone here can tell me if what I'm doing is kosher. It certainly seems to get me what I think I want. Here's an outline of how I went about it. I implore anyone here to tell me if there's a more correct or elegant solution. Randomize the mass of the particles. This affects their speed/acceleration based on the force applied. Calculate speed by getting the length of the velocity. Create a rotation axis based on velocity. I did this by getting the cross product of the normalized velocity and an up vector (0, 1, 0). Set torque.x, torque.y, and torque.z to my rotaxis components. Use speed to scale my torque. Let me have it! I needs to know! Thanks in advance. Attached is the file. rotationPhysics.hipnc