fort Posted November 13, 2017 Share Posted November 13, 2017 Hey! I think this is going to be another one of those, "oh right, it's this" sort of questions, but after tinkering with it for far too long, I figured I'd tap into the brain trust that is this forum. I have a cylinder nested inside Epcot Center an icosphere. Both of these will have a mass of zero. Here's the PG: https://www.babylonjs-playground.com/#UGTGRU. Move your mouse over the icosphere—the cylinder positions/rotates along the picked facet/normal. Click the icosphere to enable physics and set the impostors starting with the cylinder, then the icosphere. Notice that the icosphere's rotation jumps Here's what I'm wondering: Since these things aren't supposed to move in my scene (since the mass === 0), how could I go about setting up these physics impostors in such a way that would preserve the rotation/position of the icosphere and the cylinder at the moment it's clicked? Also, what if the impostor hierarchy is three+ levels deep? Also wondering: Could the icosphere and cylinder (parent/child) impostors have different restitution and friction values? Thanks!! Quote Link to comment Share on other sites More sharing options...
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