This is a followup of Physics: How to control rotational inertia of compound bodies?
I’m trying to compose a physical body consisting of a couple of impostors connected by LockJoints. While translation of the resp. parts works well, it seems to be impossible to rotate them. Somehow rotation seems to also be ‘locked’.
Playground: Babylon.js Playground
Is it somehow possible to construct with rotated meshes?
(notice: I need to construct like that for I need each part to have it’s own mass, friction and restitution in a flight sim. Wheels have other friction than wings :). I’d prefer using parenting, but this only allows for single mass, friction and restitution values for the compound object as a whole.)