Hi Chao,

You didn’t attach your sample code. So, I’m not exactly sure what you are 
trying to do.  Having said that, when using the Bullet collision system, the 
position and orientation passed to AttachTriangleMesh are indeed ignored 
(that’s not the case if you use the CHRONO collision system type).

For the case of the Bullet collision system type, one solution is to transform 
all mesh vertices (using, for example, ChTriangleMeshConnected::Tranform()) 
prior to attaching it to the body, or else move the body itself; if, as I 
suspect, the body you want to attach the collision mesh to is the “ground” 
body, note that you can have multiple bodies that you declare as “fixed”.

--Radu

From: [email protected] <[email protected]> On Behalf 
Of Chao Zhang
Sent: Wednesday, March 29, 2023 2:27 AM
To: ProjectChrono <[email protected]>
Subject: [chrono] Re: Function AddTriangleMesh() in class ChCollisionModel does 
not seem to work

Attached code: demo_MBS_collision_trimesh.cpp in Project Chrono

在2023年3月29日星期三 UTC+8 15:23:44<Chao Zhang> 写道:
Hi, developers

I am trying to move my obj mesh model to any point in 3d space when I build 
collision model in chrono physical system. Unfortunately, I find that member 
function AddTriangleMesh() in class ChCollisonModelBullet. It seems that AddBox 
works weel. Even though Transform() for ChTriangleMeshConnected object will be 
helpful to me.
Any advice will be appreciate.

PS: I'm using the latest version of Chrono trunk code.

Chao
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