physics to animat chacracter!?

dreamig

11-11-2013 08:05:59

Hi,
i never used physics in my app, and i don't know anything about that

i have character (.skeleton and .mesh) i load it in ogre
so i want use phisics to control it's animation

but as first step i must define the "Mass and inertial parameters"
did i must define them manually? if yes i will based on what ?

if bullet do that ? how it do that

AlexeyKnyshev

11-11-2013 12:50:17

We haven't physics based skeletal animation support in OgreBullet yet.

so i want use phisics to control it's animation

Well, this shouldn't be done in real-time simulations.

I've never needed to do animations myself, but I suggest just using a capsule controller around the animated character (i.e. no real collisions with the mesh). You may need to recenter the controller each step, if the animation is not in-place (you can move the root node animation to a "global" rigid body transform animation if needed).

If you really need to go for the hard route maybe GImpact meshes are updatable at runtime (you should check).
A (possible?) difficult alternative is a rigid body (or character controller) per bone in skeletal animations. (c) Flix (from Bullet forums)