Combining Ogre animation with physical properties

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!

swifft

14-12-2010 20:57:09

I'm working on the same problem. I create a SceneNode for each rigidbody and then I update each node based upon the derived position of the tag point or bone. I just created a post on this because I am having issues. My debug drawer shows the collision objects at their correct positions, but I'm not getting proper collision detection after the bones have updated positions.

swifft

15-12-2010 22:06:34

viewtopic.php?f=12&t=13791

Fish

19-12-2010 05:01:08

and I'll add that you'll have to handle the feedback yourself. I think you'll really need IK for something like you describe.

- Fish