netsurferj
07-07-2008 13:53:53
Hi
I saw a post (made march 2008) where betajean said one should use a Character to represent humans, but when I tried creating a character, I get an unhandled exception (Access violation). This is how I created the character:
When the exception occurs, Visual Studio takes me to "nxogresimpleshape.h", line 64.
I don't know if it is something to do with the new CharacterModel() code I used, as the constructor doesn't take any parameters (except for the copy constructor)
There is also no way (I could find) to link the mesh to the character?
I am using Bleeding and saw that characters are not implemented in Bleeding, and would like to know if this is still the case, and how I can go about moving humans on my mountain like mesh. When I add force to them, they fall over, and I am unable to get the entity, so I can play the animation.
thanx
I saw a post (made march 2008) where betajean said one should use a Character to represent humans, but when I tried creating a character, I get an unhandled exception (Access violation). This is how I created the character:
NxOgre::CharacterSystem::Character * dd = mScene->createCharacter("Moo",NxOgre::Pose(Ogre::Vector3(100,100,100)),new NxOgre::CharacterSystem::CharacterModel(),"");
When the exception occurs, Visual Studio takes me to "nxogresimpleshape.h", line 64.
SimpleShapeType getType() {return mType;}
I don't know if it is something to do with the new CharacterModel() code I used, as the constructor doesn't take any parameters (except for the copy constructor)
There is also no way (I could find) to link the mesh to the character?
I am using Bleeding and saw that characters are not implemented in Bleeding, and would like to know if this is still the case, and how I can go about moving humans on my mountain like mesh. When I add force to them, they fall over, and I am unable to get the entity, so I can play the animation.
thanx