BenM
12-12-2010 04:47:28
Hi, new member here, I haven't been using OgreBullet for long. I searched and didn't find anything, so thought I'd ask:
Is there some way to attach rigid bodies and/or collision shapes to a skeleton mesh?
Particularly a way which "feeds back" to the animation, so e.g. a limb moving forward stops trying to move forward when the associated rigid body hits an obstacle?
So far I've found that rigid bodies can only be attached to scene nodes, so I'd have to update their position every frame of an animation by detecting the new relative positions of all the bones.
My basic goal is to have a program where you can load up e.g. the standard ninja animation and put it through its flips and sword thrusts and things, and be able to alter the trajectories and positions of all the individual joints by throwing stuff at it.
Thanks!
Is there some way to attach rigid bodies and/or collision shapes to a skeleton mesh?
Particularly a way which "feeds back" to the animation, so e.g. a limb moving forward stops trying to move forward when the associated rigid body hits an obstacle?
So far I've found that rigid bodies can only be attached to scene nodes, so I'd have to update their position every frame of an animation by detecting the new relative positions of all the bones.
My basic goal is to have a program where you can load up e.g. the standard ninja animation and put it through its flips and sword thrusts and things, and be able to alter the trajectories and positions of all the individual joints by throwing stuff at it.
Thanks!