Will OgreNewt allow me to model a human skeleton?

dtran11

30-09-2009 21:24:39

Hi,

I am currently using ogre to render a human mesh with many joints
(almost all possible human Degrees of Freedom). I got the rigged
model from Poser, exported it to collada, imported it into 3ds max
and exported out to ogre format with OgreMax plugin.

I am currently able to manually rotate every joint in the skeleton in my
ogre3d application. The only problem is the joints can be in weird (non-human-like)
angles. I was wondering if OgreNewt will help me with the joint limits?

Thanks.

kallaspriit

02-10-2009 20:31:28

You can use custom joints or the ones in Newton JointLibrary, that contains many pre-build configurable custom joints.