20-06-2021, 06:24 PM
(This post was last modified: 20-06-2021, 06:26 PM by josemendez.)
(19-06-2021, 03:30 AM)Hakazaba Wrote: I'm sorry this has gone on so long, i have a new issue.
If i edit the position and orientation of the particles on that event, The particles positions become {NAN,NAN,NAN} in the next update statement when i try to retrieve them with rod.GetParticlePosition(). I wonder if perhapse i am causing extreme accellerations by changing them, do i need to set the particles inertia to 0 somehow afterward? Or is the particle position value in local space related to the prior particle?
Can't reproduce this. Can you share the code you're using to update the positions/orientations?
(19-06-2021, 03:30 AM)Hakazaba Wrote: At the moment i am supplying world coordenates.
Remember that solvers expect and return everything in local space, same for actors and blueprints: they store everything in local space. Using world coordinates only works if both your actor and solver have no translation, rotation or scale.