I see. thanks
kyle
Search found 11 matches
- Tue Aug 26, 2008 10:42 am
- Forum: Questions and Help
- Topic: Offsets
- Replies: 8
- Views: 5949
- Tue Aug 26, 2008 12:42 am
- Forum: Questions and Help
- Topic: Offsets
- Replies: 8
- Views: 5949
Re: Offsets
So the models pivot is at the origin.. Lets use the rocket ship i've got as an example I want to pivot to be centered on the horizontal axis' but at the minumum on the height. This way when i place the object on the ground its on the ground.. but I need the centerofmass and the collision object to n...
- Sun Aug 24, 2008 8:04 pm
- Forum: Questions and Help
- Topic: Offsets
- Replies: 8
- Views: 5949
Re: Offsets
LOL so i think found the problem tell me if this sounds correct. It I was getting the center position of the object, not the center of mass so applying the offset was not actually doing much. What I'm trying to do here is have a model and associate some physics with it, copy the position of the phys...
- Sun Aug 24, 2008 5:19 pm
- Forum: Questions and Help
- Topic: Offsets
- Replies: 8
- Views: 5949
Re: Offsets
Yes that is what I'm trying to do but using that centerOfMassOffset does not seem to work. I also tried just setting the position of the object then adding it to a compound object but that does not seem to offset it either.
- Sun Aug 24, 2008 6:35 am
- Forum: Questions and Help
- Topic: Offsets
- Replies: 8
- Views: 5949
Offsets
So I'm trying to add some physics bodies trying to offset them. I've tried both the geometric center as well as COM offset. Neither of which seem to do anything. I've also tried adding a bunch of objects to a compound object fallowing the demo samples. All this stuff doesn't seem to work I'm not sur...
- Thu May 29, 2008 4:04 am
- Forum: Questions and Help
- Topic: Physics driven characters
- Replies: 9
- Views: 6982
Re: Physics driven characters
For obvious reasons the physics system uses quaternions, but since they tend to be difficult to visualize... How would you work with driving character rotation? Would it be directly within quaternion space, and if so how would you get your character pointing in a given direction or for that matter d...
- Mon May 26, 2008 2:32 pm
- Forum: Questions and Help
- Topic: Physics driven characters
- Replies: 9
- Views: 6982
Re: Physics driven characters
Thanks
Kyle
Kyle
- Mon May 26, 2008 1:33 am
- Forum: Questions and Help
- Topic: Physics driven characters
- Replies: 9
- Views: 6982
Re: Physics driven characters
After further running through implementing a character collision class of my own, I've noticed that updateables update before anyone else in space. In your character controller class you use that update call to collect collision data bout the feet. If the update occurrs before the controllers are up...
- Sat May 24, 2008 4:35 pm
- Forum: Questions and Help
- Topic: Physics driven characters
- Replies: 9
- Views: 6982
Re: Physics driven characters
Cool Thanks.
Kyle
Kyle
- Fri May 23, 2008 11:32 pm
- Forum: Questions and Help
- Topic: Physics driven characters
- Replies: 9
- Views: 6982
Re: Physics driven characters
Awesome, thanks for the like 2 second response time.
Hey, whats the future of this project? Seeing as how it's closed source, there must be an eventual commercial angle here but will there always be a non commercial version of the project?
thanks again
Kyle
Hey, whats the future of this project? Seeing as how it's closed source, there must be an eventual commercial angle here but will there always be a non commercial version of the project?
thanks again
Kyle
- Fri May 23, 2008 11:05 pm
- Forum: Questions and Help
- Topic: Physics driven characters
- Replies: 9
- Views: 6982
Physics driven characters
I think I have a fairly good handle on what is happing with the character controller in the sample. My question is... Why is there ray cast checks on the bottom of the character? Would it not be easier to simple have a cylinder or capsule and allow it to slide around on its own? Also is the "fo...