Can Blender (Bullet?) do this?

I have a project that I’d like to try in BGE, but I’m not sure if it can do it. Attached is an illustration to give you an idea what I’m talking about. Basically, I need to have a moveable object “B” that is connected (tethered) to a semi-fixed object “A”. The whole thing takes place in zero gravity, so basically you “fly” object “B” around, but it’s movements are restricted by the tether. Is this possible to do, and if so could you give me a rough idea of what is involved? Thanks!

have a look at the point to point [p2p] constraint demo for this release

Thanks z3r0 d, I’d forgotten about that physics demo, but found it just a short while ago while searching my HD (amazing what stuff is there :wink: ). I trimmed everything off the model except for one “string” of balls, and voila, it looks alot like what I want to do… cool.

The only thing I noticed with that demo and 2.41 is that sometimes the “chain” of balls “break”. Anyone else play with this and know if it works better with the latest 2.42 builds?

I can’t tell if it’s better or not, but they can still be pulled apart

please where can i download the p2p blend ? thanks …

i am @ an internet cafe , please can some body give me small size file
host at

Edit :-

may be usefull , but not for your case

It can be done, and for object A, which can only rotate, you can better use the HingeConstraint, instead of point-to-point (ball socket).

Also, 2.42 (preview) works much better, for Bullet.

Download latest version from here:

Hopefully I can find the time to make a quick demo for this, thanks for the suggestion!



Erwin , would there be a GUI for bullet in 2.42 ?? just a question

i can not handle Python , for me it is hard