This joint type can be used in the biomechanical editor to create a musculo-skeletal
model. The static joint fuses two biomechanical body parts together and removes all degrees of freedom between the two
They move as if they were welded together. They will retain the same relative position and orientation to each other
throughout the biomechanical simulation. This is called a joint, but within the simulation itself what really happens is that the two parts are treated as one piece. Previous versions of AnimatLab used an actual joint. This could cause problems where the joint would flex and bend under stress, and it added to the computational overhead to deal with that joint. In version 2 of AnimatLab this is no longer the case. There is now no real overhead for using static joints, and you should never see that bowing problem.
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