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packed primitive, transforming inactive objects


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Basically I want to have transforming (not deforming) collision objects in my bullet sim.


I was wondering if anyone has ever done this before. I was thinking I could compute transformation matrices for 

each piece and stuff them into a point attribute on the packed primitive. Then maybe I could use those

transformations in a sop solver to move thine inactive pieces.


Has anyone done this before? Does anyone have a better suggestion for doing this?





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Instead of setting inactive pieces you can set mass and density of collision pieces to zero. Then you can use v and w attributes to control your pieces. They will behave like colliders without self collision but bullet will update their positions based on their attributes.


Good luck

Edited by rayman
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