My problems with Kinematic Character control

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AndyK
Posts: 3
Joined: Thu Nov 13, 2008 6:33 pm

My problems with Kinematic Character control

Post by AndyK »

Hi, I am having problems with Kinematic Character control. I set up my character as a rigid body and set the collision flags to be a kinematic object, I can get it to move and collide with other (dynamic) objects, but the problem is this.....
What should I be calling to actually move the object?
When I use btRigidBody->SetWorldTransform() it leaves a "ghost" object where the original player rigid body was created.
When I use btMotionState->SetWorldTransform() no "ghost" but there is a "jitter"...the character vibrates (usually on the z axis)
And when I use both at the same time the collision response for the dynamic objects seems to double.
Any help would be appreciated!!!
reltham
Posts: 66
Joined: Fri Oct 12, 2007 6:28 pm
Location: San Diego

Re: My problems with Kinematic Character control

Post by reltham »

I think you want to apply a force or set a velocity on the rigid body. The bullet internal code will then call the SetWorldTransform() functions when you step the simulation.
AndyK
Posts: 3
Joined: Thu Nov 13, 2008 6:33 pm

Re: My problems with Kinematic Character control

Post by AndyK »

Duh!!! I can be a little thick sometimes...
The Character controller demo left me under the impression that I should be calculating the entire world transform and setting it, your way seems much eaiser, and I expect this will work.
Thank you for your help.
I will post again if this dosen't solve the problem.
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