I see this mail only now. > 1. make state->vel always derivative of state->pos (even if multiple > translations/rotation/... engines are applied, there are interactions etc)
I think the previous suggestion solves this problem very simply : user has to define imposed motion via velocities on his side. If python scripting is not well suited (complex rotations, increased cpu time,...), let us replace it with velocity/rotationalVelocity engines doing the same thing in c++ (on non dynamic bodies). But we surely don't need any engine to impose velocity=constant (i.e. translation engine). > 2. effects of kinematic engines are there only as long as the engines > are active > 3. perhaps something else I forgot... I don't understand the physical problem in itself, so I can't really imagine a solution. What is an imposed velocity shift on a dynamic body? Bruno _______________________________________________ Mailing list: https://launchpad.net/~yade-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~yade-dev More help : https://help.launchpad.net/ListHelp

