[ODE] Character Collision with primitives 2
Piotr Obrzut
piotr_obrzut at o2.pl
Sun Feb 6 13:57:42 MST 2005
Hi,
6 lutego 2005 (12:01:07) Jeroen wrote:
JvdB> I have one character who's movement is controlled by inverse kinematics.
JvdB> I want to able to touch objects with the hands and fingers of the character.
JvdB> So I assume I need to represent characters meshes by cylinders?
JvdB> Is there an example available how to represent a characters, which is made
JvdB> out of bones and skinning, trought cylinders?
JvdB> I think I need to do:
JvdB> 1. setup the cylinders
JvdB> 2. Then for each framestep:
JvdB> transform their orientation and position according to the bones.
JvdB> Any help would be appreciated.
I'm working on sth similar. I use box collider for each bone
bbox: At the begining they are bboxes for initial skeleton pos, then
I'm updating positions of colliders (according to bone positions)
when I need collision detection. But I'm still testing it so I can't
show you anything nice now ( I can only say that it looks that it should work:
I'm only displaing those boxes).
--
greetings,
Piotr Obrzut
More information about the ODE
mailing list