werner.poetzelberger Posted February 18, 2016 Share Posted February 18, 2016 Hello, we have a physical structure made of joints and bodies simulating a skeleton of a frog. I want to animate a leg of this "skeleton" in a way, that I turn joints. We know how to apply forces to a body, so we can drag around certain parts of the Skeleton. This is not 100% the effect what we want to achieve. I want to animate joints in a way as they would be turned, like if a muscle contracts and turns a joint. For example the knee. Can i apply a torque to a joint to simulate that effect? If not, are there other ways to apply forces, which cause a joint to turn, rather to pull or push a body? I want to create the effect, that the frog becomes animated by its muscular structure, not for the whole body, but for parts. It should simulate motion from contracting muscles.( the muscles itself doesnot need to be physically visible, but the movement of the body). Thanks a lot. Werner Link to comment
ded Posted March 6, 2016 Share Posted March 6, 2016 Hi Werner, Yes, some joints (Hinge and Suspension for example) supports spinning. You can enable angular motor by providing positive AngularTorque value and tune rotation speed and direction with AngularVelocity value. Make sure you provide both values, otherwise they have no effect. Link to comment
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