Thanks HG1. The page you reference shows how to create and drive various joints when the game engine is running, but I still can’t see how I would find rigidbody constraints that were already there. In the example scenes referenced, rigid body constraints are created dynamically once the engine is running. Through the logic blocks, it applies forces directly to one of the objects using an Actuator rather than the rigid body constraint. So I’m still stuck. I’m looking at taking the approach that I think is used in BRIK, to autocreate everything dynamically which is really inefficient, but might be the only way.
I was coming to that conclusion too. My feeling is that it wouldn’t be much work to tidy the PhysicsConstraints wrapper of Bullet to make all the usable data accessible in runtime. Sadly my C++ is very rusty. For now I think I’ll look into creating the constraints dynamically. Thanks, Colm