[ODE] Character Collision with primitives 2
Jeroen van den Belt
jvdbelt at t-online.de
Sun Feb 6 12:01:07 MST 2005
I have one character who's movement is controlled by inverse kinematics.
I want to able to touch objects with the hands and fingers of the character.
So I assume I need to represent characters meshes by cylinders?
Is there an example available how to represent a characters, which is made
out of bones and skinning, trought cylinders?
I think I need to do:
1. setup the cylinders
2. Then for each framestep:
transform their orientation and position according to the bones.
Any help would be appreciated.
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