Charater Physics

maxwave

10-05-2006 17:04:54

Please Help me! I want to create character physics. I think, that ellipsoid is the best body for it. Or no? Please, tell me, how to do that the body don't have OMEGA after collision with other bodies? I want to do same physics, how in Newton SDK demo (tutorial_07_CharaterController). In this demo ellipsoid's up vector always look at UP Vector3(0,1,0).

maxwave

15-05-2006 19:38:17

Anybody know how do implement it? :roll:

walaber

16-05-2006 00:46:28

just make a simple ellipsoid shape, create a rigid body from it, and then apply an UpVector joint to keep it upright. after that, use the custom force and torque callback to add forces that make the character slide around in the world.

maxwave

18-05-2006 15:42:33

2 walaber
Thank you! :) Now I implement it on axes Y and X. Now I want to move my charachter. How to quit rotate my ellipsoid? if I want rotate my character.

maxwave

19-05-2006 19:15:41

PLease tell me how to implement it :roll:

maxwave

25-05-2006 20:10:11

Anybody!!!!! I must create a new thread???

Falagard

25-05-2006 20:12:22

Start using your brain? They're not going to do everything for you.

BergBoy

26-05-2006 03:57:55

I generally use torque to rotate left and right. Torque is rotational force. Its probbly the easiest way to do it. i cant really think of many other ways.

maxwave

04-06-2006 21:33:34

For rotating I use this:

body->addTorque (Vector3(0,yaw0,0)*mass);

yaw0 is 0,-1,1.

If ellipsoid's position like this:

_
/ \
| |
______\_/________


the rotating process is ok.
But when situation like this:

\ _
\ / \
\| |
\_/
\
\________

the ellipsoid's Omega is very very slow, or =0;

Why?

maxwave

06-06-2006 18:08:14

or in this position:

|
| _
| / \
|| |
| \_/____________

maxwave

06-06-2006 19:28:25

It occurs then, when I apply addTorque and addForce simultaneously.

DaCracker

08-06-2006 22:14:32

I might be wrong on this one... but
wouldn't be enough to just to rotate
the scene node connected to the
entity?

maxwave

10-06-2006 18:50:52

No. I understand. It occurs because I push ellipsoid (ellipsoid with UP_VECTOR_Y) forward and friction not allow rotate body fast. This problem hide, when I setFriction(0,0);