Rope
05-04-2008 10:16:32
Hi all.
I'm trying to develop a FPS game for my final project.
Well, I've tested CharacterController and Character for moving my character. I'm using ninja.mesh for testing.
I have a mesh on the ground with enough thickness to prevent the character floating.
So, I can move my character well, now. I'm also throwing a "man.mesh" on right hand click and physics are working great , too.
Let's talk about my problem.
Ninja.mesh is a huge mesh , right? I scaled it in the Character class, I mean I scaled the node in the Character.
The collision of the character is okay with staying on the ground but the collision model is still too small that the body of the character does not collide, only the feet collides.
Both CT_Box and CT_Capsule types didn't solve my problem.
When I increase the y dimension , I see that the character is walking int the air. How can i get the collisionBox to right position? Or my only chance is to edit ninja.mesh and position ninja to a lower position?
By the way, x and z dimensions work well when I set them to 15 or around 15. ( with 0.3 scale)
Thanks.
I'm trying to develop a FPS game for my final project.
Well, I've tested CharacterController and Character for moving my character. I'm using ninja.mesh for testing.
I have a mesh on the ground with enough thickness to prevent the character floating.
So, I can move my character well, now. I'm also throwing a "man.mesh" on right hand click and physics are working great , too.
Let's talk about my problem.
Ninja.mesh is a huge mesh , right? I scaled it in the Character class, I mean I scaled the node in the Character.
character->getNode()->setScale(0.3,0.3,0.3);
The collision of the character is okay with staying on the ground but the collision model is still too small that the body of the character does not collide, only the feet collides.
Both CT_Box and CT_Capsule types didn't solve my problem.
When I increase the y dimension , I see that the character is walking int the air. How can i get the collisionBox to right position? Or my only chance is to edit ninja.mesh and position ninja to a lower position?
By the way, x and z dimensions work well when I set them to 15 or around 15. ( with 0.3 scale)
Thanks.