virtual character instantiation
Posted: 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
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