[ODE] Ragdoll + Trimesh

bernd129 at web.de bernd129 at web.de
Sun Dec 28 12:41:16 MST 2003


thanks for your reply.
Is it better to use trimesh collision or normal bsp collision for the level.
And to the ragdoll model.So it isn't recommended to use own objects (like head,arms).But isn't the physicall simulation too inexact?

thanks
> 
> Basically, you don't want to make ODE look at your ragdoll as a  
> trimesh. This is for 2 reasons:
> 
> 1) trimesh collision is slow(er) compared to primitive tests
> 2) ODE cannot handle collision response from TRI-TRI collisions.
> 
> The trick, then, is to build the ODE part of the ragdoll from primitves  
> - sphere for head, cylinder for arms, box(es) for the torso, and then  
> use the trimesh for the level.
> 
> It makes a lot of sense to use trimesh for level collision geometry.  
> For terrain, there's a terrain collider in the contrib directory. I've  
> never used this, so somebody else must educate you on its merits ;-)
> 
> cheers,
> Nicholas Francis
> ------------------------------------------------------------------------ 
> -------
> Scheduling fascist - Over The Edge Entertainments
> 
> On Dec 27, 2003, at 9:22 PM, <bernd129 at web.de> wrote:
> 
> > Hello.
> > Do I need Trimesh support for a ragdoll modell?
> > Because currently I don't know how to use my .3ds objects (like  
> > head,arm,leg,...) in ode.Or are there other usefull classes for  
> > objects like (head,arm,...)?
> >
> > And is it useful to use trimesh for indoor levels?Or should I only use  
> > trimesh for terrain levels?
> >
> > Thanks
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> 


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