Tyger
21-06-2006 06:05:38
I'll probably end up coding something quick myself since I think I know how...
But I would like to see TreeCollisionSceneParser able to handle skeletal animations. For my need it doesn't necessarily have to be kept to the frame updated, but the ability to use the transformed vertex data to create the body as well as a method to call to refresh the Newton body from the current mesh position would be very helpful.
walaber
21-06-2006 06:33:59
what exactly are you trying to accomplish? do you want bone-accurate collision for a character or something?
Tyger
21-06-2006 06:54:07
Yes, but only for a very occasional ray->trimesh collision. OgreNewt was the easiest interface I could find to do collisions against an Ogre mesh that would tell me (In a way I could figure out) exactly where on the mesh the ray intersected. (Psst, that was a compliment on creating an easy to use and flexible interface.

)
I was able to get my simple modification working to meet my requirements, but I wouldn't use the way I did it for anything beyond my simplest usage. The actual getting the vertex data is fine (Aside from forcing having to force an animation update) but to update it once it's created the quickest solution I could figure out was to destroy the collision primitive and body and recreate them. Since I only need an update at most once or twice a second, I figured that was good enough for my use.
RichTufty
30-10-2007 11:01:01
Do you have code to show how you achieved this please? Mainly how you retrieved the list of vertices?
I am removing the model from the physics, and i want to add it again once it has completed the animation, I'm struggling to work out how to get the list of current vertices for the new animation position!