<div dir="ltr">Hi,<br><br> I've added a patch to the patch tracker here (my first): <a href="https://projects.blender.org/tracker/?func=detail&aid=18051&group_id=9&atid=127">https://projects.blender.org/tracker/?func=detail&aid=18051&group_id=9&atid=127</a><br>
<br>I basically added a function to get the local frame inertia for any game object, implemented it for bullet and made an empty implementation for sumo (which is deprecated afaik so I hope is not a problem for accepting).<br>
<br> I have no idea how this fits for 2.50, hope it does, it's a very small patch.<br><br> Cheers,<br clear="all"><br>-- <br>Alon Levy<br><a href="http://wiki.saymoo.org/">http://wiki.saymoo.org/</a><br>p.s. My overall interest is in using blender to simulate robots, and it
seems I'll probably need to be able to set the inertia tensor
independently, right now it is calculated from the object shape as set
in bounds - this is only correct for a uniform material object, in
effect requiring modeling every small part if you want to get the
inertia right, which is of course not feasible for complex objects
(like robots).<br>
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