Search found 11 matches
- Wed Mar 02, 2011 1:21 pm
- Forum: Questions and Help
- Topic: SingleEntityAngularMotor and springsettings
- Replies: 3
- Views: 3364
Re: SingleEntityAngularMotor and springsettings
Well problem is, with no MaximumForce set, the effect is quite good with the default spring settings. I don't suppose it's possible to remove the spring 'effect' entirely? But seeing as I know both the orientation AND position, I'm also thinking about adding a SingleEntityLinearMotor in servo to imp...
- Tue Mar 01, 2011 9:13 pm
- Forum: Questions and Help
- Topic: SingleEntityAngularMotor and springsettings
- Replies: 3
- Views: 3364
SingleEntityAngularMotor and springsettings
Hello Norbo! I'm (still) working hard on my torque based character animation using BEPU and it's coming along very nicely! I'm using angular motors to set the orientation of my rag-doll. The only problem right now is finding a good balance for my (servo) angular motors, more specifically: - MaximumF...
- Mon Jan 03, 2011 7:46 pm
- Forum: Questions and Help
- Topic: Rotations via forces
- Replies: 1
- Views: 2164
Rotations via forces
Hello Norbo! I'm trying to change the orientation of an entity to match a given quaternion. Unfortunately I'm unable to directly set the orientation so I need forces to do this. None of my attempts were really satisfying. Some were doing the job but too slow, and cranking up the force ruined the sta...
- Sat Dec 18, 2010 8:24 pm
- Forum: Questions and Help
- Topic: Grouping entities for raycasting
- Replies: 2
- Views: 2697
Re: Grouping entities for raycasting
All right cheers Norbo for the fast reply.
I will use your method until the new version arrives.
Keep up the awesome work
I will use your method until the new version arrives.
Keep up the awesome work

- Sat Dec 18, 2010 7:43 pm
- Forum: Questions and Help
- Topic: Grouping entities for raycasting
- Replies: 2
- Views: 2697
Grouping entities for raycasting
Hi Norbo / everyone! In my project I would like to do some ray casting against entities. The problem is I don't want to check every entity in the space. (Only terrain/debris/etc. ) What is the best practice to handle this? Ideally I'd love to add entities to a group and add that group to the space o...
- Thu Sep 23, 2010 8:58 am
- Forum: Questions and Help
- Topic: Applying torques for character animation
- Replies: 8
- Views: 6771
Re: Applying torques for character animation
Hiya Norbo, I think my problem had something to do with the internal angular velocity, it seems to be working pretty decently now. The character is still a bit wobbly but I guess part of that is the stances I'm ordering it to do are simply hard to balance in :p Anyway thank you very much for your he...
- Wed Sep 22, 2010 8:39 pm
- Forum: Questions and Help
- Topic: Applying torques for character animation
- Replies: 8
- Views: 6771
Re: Applying torques for character animation
Hi Norbo, Thank you for the swift reply! When I was reading your comment I realised that I was not really focussing how I applied the torque. Directly setting AngularVelocity seems to be the key rather than keep adding impulses. The rag doll now pretty smoothly goes into the required position. The o...
- Wed Sep 22, 2010 2:11 pm
- Forum: Questions and Help
- Topic: Applying torques for character animation
- Replies: 8
- Views: 6771
Applying torques for character animation
Hello, I've been working on implementing a paper on dynamic data-driven character control. ( http://graphics.cs.williams.edu/papers/DynamoVGS06/ ) The basic idea is to create rag-dolls and put them in certain positions by applying world space torques, which are computed by comparing the rag-doll's b...
- Mon Aug 30, 2010 11:11 am
- Forum: Questions and Help
- Topic: Joints with changing positions?
- Replies: 4
- Views: 3787
Re: Joints with changing positions?
Thanks for the suggestions Norbo.
I've tried them out and it seems my "idea" just a bit too unstable to be useful for a game.
I will have to work something else out
Thanks again!
I've tried them out and it seems my "idea" just a bit too unstable to be useful for a game.
I will have to work something else out

Thanks again!
- Sun Aug 29, 2010 10:56 pm
- Forum: Questions and Help
- Topic: Dynamically scale an Entity
- Replies: 4
- Views: 4110
Re: Dynamically scale an Entity
I don't think you need to re-create your boxes you can simply modify the height, width and length at runtime. If you really want to use a Matrix object to do it, something like this should work fine: private void ScaleEntity(Box e, Matrix m) { e.Width *= m.M11; e.Height *= m.M22; e.Length *= m.M33; ...
- Sun Aug 29, 2010 10:45 pm
- Forum: Questions and Help
- Topic: Joints with changing positions?
- Replies: 4
- Views: 3787
Joints with changing positions?
Hey guys, I was wondering if anyone could help me with this problem. Check out this mock-up: http://www.float4x4.net/moz/joints.png I currently have the green part of the drawing done. It is basically a platform with spider like legs that have motors to expand or shrink. What I am trying to achieve ...