A few basic questions
Posted: Sat Jul 06, 2013 10:35 pm
Hi Norbo, I have a few questions, mainly around working with animations.
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:
Third, would it be better to use bounding boxes or the actual model for bullet collisions? I am just performing a raycast for most of my weapons. But I am going to make some slow projectiles and grenades use simple shapes.
Fourth 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.
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.");
}
} // CreateKinematicEntityFromModelFilter
Fourth 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.