For a little context, here is my setup:
I create a character controller, and use that to move around. My AI will also use character controllers, is that pretty much the most efficient path?
I create my character, from a model, he is kinematic, inside the character controller.
Now, when I play animations, will the Bepu entity change with this? If so, would it be possible to turn off self-collision? My models are fairly high poly.
Second, I researched it a little bit, but I will just ask, how would I scale a ConvexHullShape? Here is how the ConvexHullShape is made with XNA Final Engine:
Code: Select all
        /// <summary>
        /// Creates and assign a kinematic entity usign the model stored in the model filter component.
        /// </summary>
        public void CreateKinematicEntityFromModelFilter()
        {
            ModelFilter modelFilter = ((GameObject3D)Owner).ModelFilter;
            if (modelFilter != null && modelFilter.Model != null)
            {
                ConvexHullShape shape = new ConvexHullShape(modelFilter.Model.Vertices);
                Entity = new Entity(shape);
            }
            else
            {
                throw new InvalidOperationException("Rigid Body: Model filter or model not present.");
            }
        } // CreateKinematicEntityFromModelFilterFourth and final, is it possible to blend animations and inverse kinematics from a general perspective. I assume it would just be blending the bone locations between the animations and the inverse transforms?
Thanks a lot for helping me out so much.