creating a FixedRevoluteJoint

Feb 5, 2009 at 6:32 PM
I would like to create a FixedRevoluteJoint instead of a RevoluteJoint.

I think the current version of Physics Helper does not allow this.

How do you suggest to create a FixedRevoluteJoint with the actual version ?
I would like to convert the ragdoll demo to allow the "fixed" balls to rotate on them selfs when the doll passes ?

Tiago Andrade e Silva

Feb 5, 2009 at 6:58 PM
In the PhysicsController1_Initialized event, the obstacles are created. In there you can create the FixedRevoluteJoint's using the more "manual" way (coding against the Farseer classes).

You can use the PhysicsController1.PhysicsObjects dictionary to get pointers to your physics objects and add the joints between their BodyObject property. If you're unsure of your Body names, just put a breakpoint in the _Initialized event and put a watch on PhysicsController1.PhysicsObjects.

Hopefully that gets you going but let me know if you need more to go on.