Search found 172 matches
- Fri May 11, 2012 10:54 pm
- Forum: Questions and Help
- Topic: Question about logo
- Replies: 2
- Views: 2320
Question about logo
Is it alright if I use your logo in my credits to say something like "powered by" and then the logo? I didn't think you would object, but I wanted to make sure. The logo I'd use is the one in the upper-left corner of the forums and Codeplex site (dunno if you have another, so thought I'd s...
- Fri Apr 27, 2012 8:41 pm
- Forum: Questions and Help
- Topic: Obscene oscillation with... WeldJoint?
- Replies: 4
- Views: 3502
Re: Obscene oscillation with... WeldJoint?
Alright, thanks.
- Fri Apr 27, 2012 5:26 am
- Forum: Questions and Help
- Topic: Obscene oscillation with... WeldJoint?
- Replies: 4
- Views: 3502
Re: Obscene oscillation with... WeldJoint?
That did in fact fix it, but I would like to know what configuration would make them collide but not collide, like a ghostly laser. That is, it fires a method when collision would normally happen, but then doesn't collide. Also, are joints affected by mass? I have a collection of objects with a tota...
- Fri Apr 27, 2012 4:55 am
- Forum: Questions and Help
- Topic: Static Mesh Trouble
- Replies: 3
- Views: 2986
Re: Static Mesh Trouble
Try creating your StaticMesh with TriangleMeshSolidity.DoubleSided. I've found that resolves 9/10 collision issues.
- Fri Apr 27, 2012 4:49 am
- Forum: Questions and Help
- Topic: Obscene oscillation with... WeldJoint?
- Replies: 4
- Views: 3502
Obscene oscillation with... WeldJoint?
So, the title kinda says it all. I set up a few entities (which all use collision data generated from the same model), attach a WeldJoint to each of them, hook an event to make them obliterate any boxes that touch them, and let them run free. There are six of these in total, and all of them but the ...
- Sun Apr 22, 2012 5:17 am
- Forum: Questions and Help
- Topic: FluidVolume through which objects sink
- Replies: 10
- Views: 6705
Re: FluidVolume through which objects sink
If the density of the fluid is decreased or if the density of the entities is increased (greater mass, lower volume), the entities will be less buoyant- just like normal fluid. So, a very low density but high damping would simulate a rather thick liquid through which entities sink? Well, it would m...
- Sun Apr 22, 2012 3:46 am
- Forum: Questions and Help
- Topic: FluidVolume through which objects sink
- Replies: 10
- Views: 6705
FluidVolume through which objects sink
So, I decided I wanted to use a FluidVolume to simulate lava/water/snow and so on, but FluidVolumes seem to make things float. Is there anyway to make objects hit them and sink, as if the object wasn't buoyant enough to stay afloat? Would giving it the opposite gravity work? (eg if the gravity was (...
- Sat Apr 21, 2012 8:00 pm
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34958
Re: Improving collision between dynamic and kinematic entiti
Alright. I'll post if I have any more problems.
- Sat Apr 21, 2012 6:31 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34958
Re: Improving collision between dynamic and kinematic entiti
Well, if both the friction coefficients are negative, won't multiplying them make them turn out positive? It appears the issue is just that both directions to the goal have exactly equal angular distance. It chooses one, but gets blocked by the limit. The motor has no knowledge of the limit, as they...
- Fri Apr 20, 2012 7:27 pm
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34958
Re: Improving collision between dynamic and kinematic entiti
Could you provide an isolated, complete configuration in the BEPUphysicsDemos? Insert this into the RobotArmDemo: Space.ForceUpdater.Gravity = new Vector3(0, -9.81f, 0); Entity ground = new Box(Vector3.Zero, 30, 1, 30); Space.Add(ground); // baseJoint is a RevoluteJoint that's a member of the demo....
- Fri Apr 20, 2012 7:34 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34958
Re: Improving collision between dynamic and kinematic entiti
I had a whole big post but then I accidentally closed Firefox. Anyway. I updated, but it didn't fix the problem. Here's my joint setup. // zeroAxis is -Vector3.UnitX, rotationAxis is Vector3.UnitY, angle is pi, rotateTime is 2 baseJoint = new RevoluteJoint(null, modelList[0].Ent, center, rotationAxi...
- Fri Apr 20, 2012 5:55 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34958
Re: Improving collision between dynamic and kinematic entiti
A quick reproduction attempt in the development version failed to show the problem. Are you using v1.1.0 still? If so, is the basis properly formed? The third axis must be the cross product of the first two, in order. In the development version the third parameter is simply gone. If the basis is no...
- Fri Apr 20, 2012 3:41 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34958
Re: Improving collision between dynamic and kinematic entiti
Alright. I think I got it. Something's slightly awry, though... I have the xAxis pointing the direction I want to be zero, and I have the rotation axis, and MathHelper.Pi... But an angle of pi doesn't do anything but make the machine wiggle a little. MathHelper.ToRadians(179) works fine, but it's a ...
- Thu Apr 19, 2012 7:50 pm
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34958
Re: Improving collision between dynamic and kinematic entiti
So, the short version is if you set the test axis and the xAxis to the direction you can think of the machine as "pointing," that's 0. Right? Then, if you increase the servo's goal to pi or pi/2, it should work... right? Or should you set the testAxis to the xAxis rotated by angle around r...
- Tue Apr 17, 2012 7:29 pm
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34958
Re: Improving collision between dynamic and kinematic entiti
Alright. I'll check those out. I found another problem, though. Most of my machines rotate 180 degrees, and my previous approach to limits and bases isn't working. I often crash in space.Update() with a "function does not accept NaN-values" (probably in BoxShape.GetExtremePointWithoutMargi...