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CodaKiller

PhysX joint jitters.

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I'm creating my joints like the source code below and they are jittering all over the place, how can I fix it?
NxD6JointDesc JointDesc;
JointDesc.actor[0] = actor1;
JointDesc.actor[1] = actor2;
JointDesc.twistMotion = NX_D6JOINT_MOTION_FREE;
JointDesc.swing1Motion = NX_D6JOINT_MOTION_FREE;
JointDesc.swing2Motion = NX_D6JOINT_MOTION_FREE;
JointDesc.xMotion = NX_D6JOINT_MOTION_LOCKED;
JointDesc.yMotion = NX_D6JOINT_MOTION_LOCKED;
JointDesc.zMotion = NX_D6JOINT_MOTION_LOCKED;
JointDesc.setGlobalAnchor( GlobalAnchor );
g_Scene.createJoint( JointDesc );




[Edited by - CodaKiller on January 15, 2009 4:12:10 PM]

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Alright this problem is solved but I'm not 100% sure as to why I have to do it but I believe PhysX was not ignoring collisions from multiple actors connected to the same parent actor.

So I used setActorPairFlags to set the child actors to NX_IGNORE_PAIR which seems to have worked!

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