virtual character instantiation

Post Reply
damiench
Posts: 14
Joined: Thu Feb 18, 2010 4:10 pm

virtual character instantiation

Post by damiench » Sun Mar 28, 2010 2:40 pm

Hi,

When dealing with virtual human it is common to first create a virtual human template that is then instantiate to generate on screen multiple characters. The different characters instantiations share some features (skin, skeleton and therefore collision shapes) but vary in some other parameters (global position and orientation at time t).

I am using Bullet for collisions detection, and I am wandering if there is a support for character instantiation in Bullet.
The main problem comes from the fact that all those instances share the same collision object (i.e. the same array of btCollisionObject).
What is the proper way to proceed?

Thank you very much

Damien

damiench
Posts: 14
Joined: Thu Feb 18, 2010 4:10 pm

Re: virtual character instantiation

Post by damiench » Mon Apr 12, 2010 10:35 am

No ideas?
Is there a way to share collision objects?

Thank you

ola
Posts: 169
Joined: Sun Jan 14, 2007 7:56 pm
Location: Norway
Contact:

Re: virtual character instantiation

Post by ola » Mon Apr 12, 2010 1:19 pm

You can share collision shapes between several collision objects/rigid bodies, and this is even recommended when possible. So you can do this.

Collision objects (and rigid bodies) however cannot be shared as they contain the actual position and orientation of the object, among lots of things.

Cheers,
Ola

Post Reply