Rotate .nxs

dgoldaraz

06-05-2010 16:39:27

Hi everyone!
I have a problem using OGRE 1.7 and Flour 4.0. When i convert the .flower into a .nxs, the reference system changes so my Y is now X, etc...
The problem is that i'm using a Laberynt, so mi ball never collide correctly.
And that's my question...how can I rotate this .nxs to make it work good?

I change it in my code? Flour can do it??

Thanks!

betajaen

06-05-2010 17:03:15

Flour doesn't really do anything to the vertices, neither should the exporter.

Is it facing the correct direction in your modeller? Or have you given the wrong angle when creating the StaticGeometry?

dgoldaraz

06-05-2010 17:37:20

MMM well i'm using Blender for the second time, so i don't know if i change the direction or something when I esport it.

Finally I change the LocalPose turning it 90ยบ and it works! so I think is all OK

I'm not using the staticGeometry, I create a KinematicBody with my triangle gepmetry (because I have more than 256 vertices and I can't made a convex Mesh).
It works good but I read that the triangleGeometry is used only in static meshes, but I move mine...is any future problem making the thing like this?

Thank you!

betajaen

06-05-2010 18:25:02

Ahh, yes. The Ogre exporter rotates all of it's meshes by 90 degrees too.

Yep, you'll have some stability problems with attaching Geometry shapes to dynamic actors. It would be equivalent to someone moving your house around randomly, you wouldn't know what to do.