synopsis: I am trying to combine physics with a non physics based rotation but once I apply torque it seems like there is a delay before the ‘system’ picks back up again.
description: Its a bit hard to explain because im new to PC and 3D animation, though I am familiar with 2d animation and the concepts like lerp’ing and vectors. What I did was use some code I found in another project that multiplies some quaternions together from the camera to to a precise rotation for a cube based on the pointer device. Everything for that works fine, but at the end of a dragging interaction at mouse up I want any excess mouse movement to be applied to the rigid body as torque. When the user then clicks on the cube, I want the torque to clear out and the non physics based rotation to start back up. What happens instead is that the cube doesnt react to the dragging until a second or so after the click and drag begins again. I want the transition to be smooth from the cube spinning to it stopping with the pointer clicking and star following the pointer again.
steps to reproduce:
- click and hold the cube
- move the mouse at a slow delta while mouse pressed
- you should see the cube following the pointer
- move the pointer in a direction and release the mouse
- you should see it start taking torque
- click on the cube while its torqueing and try dragging
result - the cube stops and pointer moves but the cube doesnt follow it until a second later
expected - the cube should instantly stop when ‘clicked’ and begin following the pointer while dragging