How to change dynamically the center of mass

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Seems that the center of mass is linked to mesh pivot and so static.

Is there a way to change the center of mass?

I'm interested especially on something that also works with no mesh, but using with primitive shapes.

preguntada hace 7 años182 visualizaciones
5 Respuestas
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Respuesta aceptada

@REDACTEDUSER

Thank you for the question.

Although Lumberyard has get mass position Entity.GetCenterofMassPos() in Script binding, we don't currently have set mass position function avialable. That's been said, there is no set function to set center of mass without involving authoring codes. ( in this case is Script binding function, and base line Physic code exploring ) The team is consistently working on improving the Physic system but we don't have ETA for the specific request that you asked.

Please let us know your feedback while exploring the solution in your project.

Thanks.

respondido hace 7 años
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I tryed to change the way shapes calculate inertia tensor, but with no luck as it doesn't really care about what it is set to.

respondido hace 7 años
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This will be incredibly important for working on entities with more advanced physics as in most cases the center of mass cannot be coincident with the object origin/pivot, which is critical to certain entities such as vehicles and aircraft. This would seem to be because the object origin/pivot is also the point of rotation and therefore moving the center of mass would necessitate that the point of rotation move as well. I would say this is an absolutely critical feature.

Regards, Uriah

respondido hace 7 años
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Thanks @REDACTEDUSER

respondido hace 7 años
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Thanks for this perspective @REDACTEDUSER

respondido hace 7 años

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