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Bullet copy animation problem


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I have an animated ball which is made active on a certain frame. As the object's pivot is at 0,0,0 velocity is not being calculated from the centre of the sphere. So when the ball is made active it stops rather than flying off with it's momentum.

Unbypass the "rbdstate1" node to see how the velocity should be set (calculated v in sops). I'd rather not use this technique. The pivot is still wrong, which you can see if you add angular velocity. Is there a way of calculating an object's velocity inside DOPs independent from it's pivot?

I can't figure out how you access the world space position of the pivot that DOPs is using from this object. All Position/Options includes is P (pivot at creation time) and T (current translation).

Any help would be great.


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