i'm using triangleMesh / triangleMeshObject from jiggleGame (version 0.3.1) for a platform with a circular hole in it. now i need to move and rotate a little bit to position it. since i'm using a circular hole, approximation by primitives e.g. boxes seems not to be best choice.
that's why i'm searching for a workaround. in forum i read, that triangleMeshes are meant to be static, but i don't see another way to solve this problem better.
this is, what i tried:
body.MoveTo(position, Matrix.Identity); collision.ApplyLocalTransform(new Transform(-position, Matrix.Identity));