title: Can't update bullet rigidbodies position connected to Ogre3D entity
body: <p>I am making a game using Ogre3D and Kinect.
  The avatar in Ogre is controlled by the kinect. Now I want to implement physics but I am running into problems with Bullet.</p>
  
  <p>I have "connected" the entities with the rigibodies with pairs.</p>
  
  
  
  <pre class="lang-cpp prettyprint-override"><code>std::vector&lt;std::pair&lt;Ogre::Entity *, btRigidBody *&gt;&gt; dynamicObjects;
  std::vector&lt;std::pair&lt;Ogre::Entity *, btRigidBody *&gt;&gt; staticObjects;
  </code></pre>
  
  <p>I have no problem getting my Ogre enities follow the rigidbodies like this:</p>
  
  <pre class="lang-cpp prettyprint-override"><code>for (int i = 0; i &lt; dynamicObjects.size(); i++) {
  try {
      btTransform tr;
      dynamicObjects[i].second-&gt;getMotionState()-&gt;getWorldTransform(tr);
      btVector3 pos = tr.getOrigin();
      btQuaternion qut = tr.getRotation();
      dynamicObjects[i].first-&gt;getParentSceneNode()-&gt;setOrientation(Ogre::Quaternion(qut.getW(), qut.getX(), qut.getY(), qut.getZ()));
      Ogre::Vector3 localPos = dynamicObjects[i].first-&gt;getParentSceneNode()-&gt;getParentSceneNode()-&gt;convertWorldToLocalPosition(Ogre::Vector3(pos.x(), pos.y(), pos.z()));
      dynamicObjects[i].first-&gt;getParentSceneNode()-&gt;setPosition(localPos);
  } catch (Ogre::Exception e) {
  }
  </code></pre>
  
  <p>However I can't seem to do the opposite, by making the rigidbodies follow the entity, which is necessary for the player controllet by Kinect. This code does not seem to do anything.</p>
  
  <pre class="lang-cpp prettyprint-override"><code>btTransform tr;
  staticObjects[0].second-&gt;getMotionState()-&gt;getWorldTransform(tr);
  Ogre::Vector3 entityPos = staticObjects[0].first-&gt;getParentSceneNode()-&gt;getPosition();
  tr.setOrigin(btVector3(entityPos.x, entityPos.y, entityPos.z));
  staticObjects[0].second-&gt;setWorldTransform(tr);
  </code></pre>
  
  <p>Both parts are placed in an update loop.</p>