Link's Inertia
Link's Inertia
in the rigid body dynamics window, under the principal moments of inertia/mass section. The principal moments of inertia IXX IYY IZZ have to be entered relative to shape's frame or absolute frame.
Re: Link's Inertia
Hello,
we can't see the picture you posted. But in the Shape dynamics properties dialog: the principal moment of inertia is expressed relative to: shapeFrame * inertiaFrame.
You can also enter inertia data relative to the absolute reference frame by clicking Set inertia matrix and COM relative to absolute frame
Cheers
we can't see the picture you posted. But in the Shape dynamics properties dialog: the principal moment of inertia is expressed relative to: shapeFrame * inertiaFrame.
You can also enter inertia data relative to the absolute reference frame by clicking Set inertia matrix and COM relative to absolute frame
Cheers
Re: Link's Inertia
The image isn't important. What do you mean by shape frame * inertia frame. Also absolute frame means the scene's absolute frame ?
Re: Link's Inertia
The world reference frame is the absolute reference frame.
If you take two objects mounted on top of each other, and the first object (parent ) has a local frame A (i.e. local to world)), and the child has a local frame B (i.e. local to frame A), then frame B's absolute reference frame is:
absoluteFrameB=localFrameA*localFrameB
Cheers
If you take two objects mounted on top of each other, and the first object (parent ) has a local frame A (i.e. local to world)), and the child has a local frame B (i.e. local to frame A), then frame B's absolute reference frame is:
absoluteFrameB=localFrameA*localFrameB
Cheers