lexchou
16-08-2007 14:34:20
PhysX SDK: 2.7.2
NxOgre: 0.9-33 (from SVN)
OGRE: 1.4.3(Eihort)
Problem 1
I use a zombie mesh from OgreNewt, when I do not set the dimensions and the character's node's scale, everything works fine, but if I use them both, a problem happens, parts of the body(below the zombie's knees) are underneath the terrain, when I set the second number to less (like 1) or greater(like 40), the case gets worse.
The code:
I haven't find exact description about the dimensions, what is it about? scale or size?
Problem 2
How does the parameter stepoffset effect the character? whatever I set, nothing different. If I want to control the character's movement speed, should I modify the code of Character::simulate ?
Problem 3
When I use a Character instead of a Actor, and when it's dropping from a higher place, the Character falls obviously slower than Actor, what's wrong?
Thank you!
NxOgre: 0.9-33 (from SVN)
OGRE: 1.4.3(Eihort)
Problem 1
I use a zombie mesh from OgreNewt, when I do not set the dimensions and the character's node's scale, everything works fine, but if I use them both, a problem happens, parts of the body(below the zombie's knees) are underneath the terrain, when I set the second number to less (like 1) or greater(like 40), the case gets worse.
The code:
NxOgre::Character *character=scene->createCharacter("Player",NxOgre::Pose(Vector3(1710,160,310)),"type: box, Density: 100, dimensions: 20 20 20");
character->attachMesh("zombie.mesh");
character->getNode()->setScale(20,20,20);
character->setDirection(Quaternion(Degree(-90),Vector3::UNIT_Y));
I haven't find exact description about the dimensions, what is it about? scale or size?
Problem 2
How does the parameter stepoffset effect the character? whatever I set, nothing different. If I want to control the character's movement speed, should I modify the code of Character::simulate ?
Problem 3
When I use a Character instead of a Actor, and when it's dropping from a higher place, the Character falls obviously slower than Actor, what's wrong?
Thank you!