ogreNewt- characters

yuriythebest

27-08-2008 03:00:21

how does one make characters in ogreNewt? I've searched doxygen and didn't find anything. I searched the forums and they are mentioned very vaguely- what's up?

EDIT: to avoid confusion by characters I mean like a thing you attach game player models to.

micken

27-08-2008 05:01:47

The same way you create any other body in OgreNewt. Tutorials on how to do this are included with the OgreNewt library. Most people create bodies to represent their characters and attach these to an Ogre SceneNode. Could you be more specific about what your problem is?

iversons

09-09-2008 10:32:46

The same way you create any other body in OgreNewt. Tutorials on how to do this are included with the OgreNewt library. Most people create bodies to represent their characters and attach these to an Ogre SceneNode. Could you be more specific about what your problem is?


how to create a human figure by using ogrenewt?

micken

09-09-2008 14:11:45

You would use the ConvexHull collision type. This creates a collision object based on the geometry of a mesh (i.e. your character).

iversons

10-09-2008 08:42:18

You would use the ConvexHull collision type. This creates a collision object based on the geometry of a mesh (i.e. your character).

But how can I connect the joints???
We create the ball-socket joints manually if i want to simulate the character physically?

micken

10-09-2008 14:09:56

You would use the ConvexHull collision type. This creates a collision object based on the geometry of a mesh (i.e. your character).

But how can I connect the joints???
We create the ball-socket joints manually if i want to simulate the character physically?


You could model each section of the character seperately and connect them with joints.


separate the sections of your character and place helper objects where you want the joints to be so that OgreMax will create a node on that spot for you. Then you can just create a joint on that spot when you load it into your application.

iversons

11-09-2008 08:04:06

You would use the ConvexHull collision type. This creates a collision object based on the geometry of a mesh (i.e. your character).

But how can I connect the joints???
We create the ball-socket joints manually if i want to simulate the character physically?


You could model each section of the character seperately and connect them with joints.


separate the sections of your character and place helper objects where you want the joints to be so that OgreMax will create a node on that spot for you. Then you can just create a joint on that spot when you load it into your application.





Thanks!!! you have given me a very clear idea...
Now I'm exploring the examples of "Ragdoll" in ogrenewt...
But... It 's pretty hard to define the parameters of the XML file, which states the physical properties of the human figure....