Search found 11 matches
- Thu Sep 25, 2008 12:30 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Natural Motion
- Replies: 9
- Views: 15497
Re: Natural Motion
Yup. Just press the 'bone' button in the lower-right-hand corner of the window (see attached image.) The red dots in the middle of the platform show the 'target' bone positions, while the blue dots show the points from each convex hull rigidbody (independent of the graphical mesh.) But hmm.. sorry, ...
- Sun Sep 21, 2008 5:14 am
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Natural Motion
- Replies: 9
- Views: 15497
Re: Natural Motion
Well, my guess is that it's because I don't really understand how constraints work. As it stands, it loads the model, and each vertex that has greater than a certain weight on a bone (50% at the moment) is added to a convex hull body. Then, a 6dof constraint is created at the joint in the bones, att...
- Fri Sep 19, 2008 3:27 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Natural Motion
- Replies: 9
- Views: 15497
Re: Natural Motion
After some experimentation with a few other computers it seems that the solution is to install the visual C++ 2008 redistributable package. (it's just a few .dll's, 1.8mb) http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en Also, here is t...
- Thu Sep 18, 2008 9:32 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Natural Motion
- Replies: 9
- Views: 15497
Re: Natural Motion
Seems likely; I have uploaded another .rar with the GLUT32.dll that I use...
I was getting the same error when I first tried running the app on this computer, but after re-compiling everything it worked...
I was getting the same error when I first tried running the app on this computer, but after re-compiling everything it worked...
- Thu Sep 18, 2008 1:28 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Natural Motion
- Replies: 9
- Views: 15497
Natural Motion
Okay, a long time ago I was trying to make a way to integrate cal3d and bullet to make a sort of naturalmotion-style effect, where a character will act out its animations but also be affected by physics. I implemented it using an algorithm found here: http://graphics.cs.williams.edu/papers/DynamoVGS...
- Thu Nov 08, 2007 8:53 am
- Forum: General Bullet Physics Support and Feedback
- Topic: limit a character
- Replies: 3
- Views: 3283
Re: limit a character
Just by attaching a constraint, I don't think so. For not falling down sharp cliffs, yes, an invisible wall is probably your best bet.
- Fri Nov 02, 2007 8:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Angular velocities
- Replies: 4
- Views: 4212
Re: Angular velocities
I'm not sure if y'all have a preferred file hosting service, so I googled Free File Hosting...I can put it somewhere else if you prefer: (Win32 .exe + necessary .dll's and data) http://www.mediafire.com/?8tnjzm9ecy1 This is a poorly-hacked version of the Cally Demo, which is the generic demoapp for ...
- Fri Nov 02, 2007 4:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Angular velocities
- Replies: 4
- Views: 4212
Re: Angular velocities
Shoot..I sort of did a write-up at home but I'm at school now :P didn't expect a response so quickly.. Basically, I am implementing this design: http://graphics.cs.williams.edu/papers/DynamoVGS06/ since it didn't seem that they had created a general-use, open-source library...at least not one distri...
- Fri Nov 02, 2007 2:18 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Angular velocities
- Replies: 4
- Views: 4212
Re: Angular velocities
I tried putting setlinearvelocity values using the crossproduct of the angular velocity of the parent bone with the position offset; this causes the character to 'explode' >.< but if I only use 1/3 of it or so, the animations seem a lot more fluid than without...the only problem is, unless I anchor ...
- Fri Nov 02, 2007 2:03 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to change friction on a rigidbody
- Replies: 8
- Views: 6642
Re: How to change friction on a rigidbody
I don't know what kind of editor you're using, but personally I just use MSVC's 'go to definition' and 'find all references' features.. barring that, the header files are pretty clean and straightforward. I gave up on the doxygen a while ago
- Fri Nov 02, 2007 7:39 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Angular velocities
- Replies: 4
- Views: 4212
Angular velocities
I'm putting together a physics overlay for the Cal3D character animation library (or one could say, a cal3d wrapper for bullet :P) and it's working pretty amazingly well, considering how many things have gone wrong so far, but there is one more problem I need to address before I can say it's working...