hi and thanks for the answer.
i am using a self made joint builder method like this:
Code:
public static function makeRevoluteJoint(world:b2World,ref_angle:Number,body_1:b2Body,body_2:b2Body,anchor_1:b2Vec2,anchor_2:b2Vec2,motor:Boolean=false,limits:Array=null):b2RevoluteJoint{
var jd:b2RevoluteJointDef = new b2RevoluteJointDef();
jd.Initialize(body_1, body_2,new b2Vec2(0,0));
jd.referenceAngle=ref_angle
jd.localAnchorA=anchor_1
jd.localAnchorB=anchor_2
jd.enableMotor=motor;
var revolute_joint:b2RevoluteJoint=world.CreateJoint(jd) as b2RevoluteJoint;
if(limits!=null){
revolute_joint.EnableLimit(true)
revolute_joint.SetLimits(limits[0],limits[1]);
}
return revolute_joint
};
i call it using:
Code:
_joint=makeRevoluteJoint(_world,0,_firstbody,_secondbody,new b2Vec2(0,0),new b2Vec2(0,0))
i did not place the body on the anchor position in the world space.
maybe thats the problem?