Rigid body physics simulation math issue

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SUMMARY

The discussion focuses on the challenges of calculating positions and rotations in a rigid body physics simulation involving a leg composed of a calf and a thigh. The key solution involves implementing a joint as a pivot point between the two segments, allowing for accurate rotation and position updates. The joint's new position must be used to determine the calf's position relative to the thigh. This approach ensures that gravity affects both segments appropriately during the simulation.

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  • Understanding of rigid body physics principles
  • Familiarity with joint mechanics in simulations
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  • Experience with physics simulation software (e.g., Unity or Unreal Engine)
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This discussion is beneficial for game developers, simulation engineers, and anyone involved in creating physics-based animations or training algorithms that require accurate motion dynamics.

NotASmurf
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Hey all, I'm making a physics simulation for training an algorithm of mine, I'm running into issues on the rigid body physics simulation. Let's say I have a leg composed of a calf and a thigh. gravity will be acting on both, and the calf is attached to the thigh, Any suggestions on how I would go about calculating the new thigh and calf positions and rotations? Any help appreciated.

leg.png
 
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I think you need a connecting point like a joint so that as you rotate the thigh rectangle the joint rotates and/or changes position and then you use the joint's new position to calculate the position of the calf object.

So in your fig 1 diagram you need a red dot between to the two rectangles to represent the pivot point of the joint and you need a corresponding red dot in the fig 2 diagram.
 
they are connected, i just did not draw it in, sorry.
 

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