Rhys
16-11-2007 11:16:09
Maybe some of you have an idea...
Currently I use the character controller for moving my characters around, but...well, I need more accurate control over the character shape than the controller allows. E.g. I want to figure out which feet are touching the ground to push the char in a specific direction. Or I want to have a more accurate collision control against weapons.
The character controller does not provide this functionality, because everything is a box...
I tried to use bounding boxes for each bone of the character (setting the position with setGlobalPose), which works fine up to a certain level...as long is I don't move the character too fast (e.g. falling down). In this cases, the boudning boxes sometimes are missing collisions with the world, so they are passing through geometry...
So, maybe someone have an idea how to handle this whole thing...on the one hand, I want to have precious control over the characters position in space and time, not allowing it to pass throught the floor/scene/other static geometry, on the other hand I want to have precious control over the collisions with the world (combining bone bounding boxes and character controller is not a good idea, because the character controler dominates the whole movement of the char).
Any suggestions?
Currently I use the character controller for moving my characters around, but...well, I need more accurate control over the character shape than the controller allows. E.g. I want to figure out which feet are touching the ground to push the char in a specific direction. Or I want to have a more accurate collision control against weapons.
The character controller does not provide this functionality, because everything is a box...
I tried to use bounding boxes for each bone of the character (setting the position with setGlobalPose), which works fine up to a certain level...as long is I don't move the character too fast (e.g. falling down). In this cases, the boudning boxes sometimes are missing collisions with the world, so they are passing through geometry...
So, maybe someone have an idea how to handle this whole thing...on the one hand, I want to have precious control over the characters position in space and time, not allowing it to pass throught the floor/scene/other static geometry, on the other hand I want to have precious control over the collisions with the world (combining bone bounding boxes and character controller is not a good idea, because the character controler dominates the whole movement of the char).
Any suggestions?