I'm using a controller which is based on the hinge joint since I need some custom body force/torque added through user input. I have all of the input working correctly to created rotations around this constraining body. The only problem I'm having is that I want to be able to move the constraining (body0) body subsequently moving the controlling body (body1) around while still constraining its relative position/rotations.
I'm getting close to the action I want however while moving the constraining body it causes a temporarily shake to the controlled body. I'm looking for way to prevent this. Any thoughts?
Can post a video to explain better if needed.
Also this is how I'm moving the constraining body, I'm assuming I should be doing this differently. Experimented a couple of ways to no avail.
this.ConstrainedBody.Position = this.ConstrainedBody.Position += new Vector3(0, 0, .01f);