Could you perhaps read the scale from the model (via “.getScale()”), and then just multiply the relevant constraint values by that scale, as appropriate?
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However, note this caveat in the manual: if feasible, it might be better to avoid scaling your physics elements. As long as it doesn’t clash with your intended behaviour, it might be better to simply give your physics objects an appropriate size, taking any scaling factors into account when creating them.
I need the sticks to elongate sort of like a hydraulic cylinder almost. The particular application will be soft robotics where the sticks will be pneumatically actuated soft robotic actuators.
Later I will also make a bending stick but I figure I’ll just use three segments with bending constraints.
Hmm… If you’re referring to changing the physics-objects, then I don’t know–I don’t know whether that’s feasible or advisable with Bullet objects.
If you’re referring to changing any visual geometry that you associate with the physics objects, then I think that you could do that, indeed. However, as long as the physics objects aren’t children of the visual objects and thus affected by changes to them, I would also think that simply scaling the visual-geometry objects might be easier.
You didn’t respond to my suggestion of using two objects per hydraulic cylinder–will that not work for extending them? (I imagine that you would use either masks or constraints to prevent them from colliding with each other.)