Hello, I’m having an issue moving a physics (Cannon.js) object with connected joints.
I need to change the impostor position to the desired vector without applying force or impulse immediately.
However, when I move the target object with a gizmo, for example, I can see that the connected object (LockJoint) behaves like a spring or interpolated like with lerp delay.
Here’s the playground - try to move an object by X axis:
I don’t see the same issue in Ammo.js for example, but I need to be able to run it in Cannon environment
If you update the positions using forces instead of directly, it seems to behave as expected: Joint Example | Babylon.js Playground (babylonjs.com). Usually, you get physics to behave better when you update them only via physics, as updating the positions directly kind of “breaks” the simulation for a little bit.
Thank you and appreciate your response.
In my case, I have to move the key point to the defined position instantly and calculate the physics for the joined object. So applying the force won’t give me a precise Vector position instantly