In the old 0.14 Build, I used the InverseInertia to Toolbox.ZeroMatrix to make the Entity not rotate....
BNow I have tried using InverseInertia = Matrix3X3.CreateFromMatrix(Toolbox.ZeroMatrix)... But it doesn't seem to work...
Is there any other way instead of setting the Entity Orientation every frame to Quaternion.Identity?
Zero Rotation in Newest Version
Re: Zero Rotation in Newest Version
This should work:
Code: Select all
entity.LocalInertiaTensorInverse = new Matrix3X3();
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Re: Zero Rotation in Newest Version
Didn't work as expected...Norbo wrote:This should work:Code: Select all
entity.LocalInertiaTensorInverse = new Matrix3X3();
The only way to make my character not to fall here is by on every Update setting the Orientation to Quaternion.Identity

Thanks for the fast reply =)
Re: Zero Rotation in Newest Version
Sounds like there's something else going on. Is it ever being switched to kinematic and back to dynamic later, or reinitialized to dynamic again? Reinitialization will cause it to recompute its inertia tensor, overwriting the inertia you set earlier.Didn't work as expected...