Search found 11 matches

by seabert
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...
by seabert
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...
by seabert
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...
by seabert
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 :o
by seabert
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...
by seabert
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...
by seabert
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...
by seabert
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...
by seabert
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!
by seabert
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; ...
by seabert
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 ...