# Havok set joints positions on Raycast

**URL:** <https://forum.babylonjs.com/t/havok-set-joints-positions-on-raycast/40888>\
**Category:** Questions\
**Created:** [May 17, 2023, 3:51am UTC](https://forum.babylonjs.com/t/havok-set-joints-positions-on-raycast/40888 "2023-05-17T03:51:55Z")\
**Posts on this page:** 1\
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**Author:** ![carolhmj](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/carolhmj/32/25918_2.png) [@carolhmj](https://forum.babylonjs.com/u/carolhmj)\
**Post date:** [May 17, 2023, 12:48pm UTC](https://forum.babylonjs.com/t/havok-set-joints-positions-on-raycast/40888/4 "2023-05-17T12:48:44Z")

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There’s nothing built in but you can just transform the world coordinates by the inverse of the body’s world matrix. The begining of these two videos have a very good explanation on coordinate systems transformations: [Camera/View Space // OpenGL Beginners Series - YouTube](https://www.youtube.com/watch?v=q5jOLztcvsM)  
[3D Software Rendering Graphics Pipeline - YouTube](https://www.youtube.com/watch?v=7qUuzRY5YwI)

About the PointerDragBehavior, you can simulate drag using the start and releaseDrag methods: [PointerDragBehavior | Babylon.js Documentation (babylonjs.com)](https://doc.babylonjs.com/typedoc/classes/BABYLON.PointerDragBehavior#startDrag)

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