Hi, we're trying to set the angular velocity of a rotating object, the problem is that it's not responding very well. We're setting the angular damping to 0 after which we try to set the velocity with setAngularVelocity(). The problem is that there's some kind of threshold before it starts to spin at all, and when that is reached it starts to spin to fast. It's as if there's inertia affecting the angular velocity and we're trying to apply impulses each frame.
Also, I have another little question here, we're trying to get a rigid body to act as a grab volume by having it another collision layer and then creating constrains to it. Since we don't want this rigid body to be affected by the mass of the player we do a setTransform( staticFixedRootRigidBody->getTransform() ); each frame, this doesn't prevent the grab volume from still being affected by the mass of the player though. I'm thinking this have something to do in which order the solver solves the constraint vs the setting the transform, but I'm not certain since we don't have the source.
Grateful for any help!