Bullet, Ogre and Animations
Posted: Sat Oct 19, 2013 5:49 pm
I am working currently with Bullet as physics engine and Ogre as graphical engine. I got most things connected via a thin wrapper called BtOgre, and it works good.
But there is one thing: I use a mesh with animations in the graphical engine, but how do I reflect those animations in the physics engine?
Am I supposed to make a new collision shape every step of the simulation, representing the new state of the animation? Or what else?
And if so, how am I going to get the data from Ogre?
Also, in case anyone knows, what is the difference between "StaticMeshToShapeConverter" and "AnimatedMeshToShapeConverter" in BtOgre? I hoped it would help me in animating, but it seemingly doesn't.
But there is one thing: I use a mesh with animations in the graphical engine, but how do I reflect those animations in the physics engine?
Am I supposed to make a new collision shape every step of the simulation, representing the new state of the animation? Or what else?
And if so, how am I going to get the data from Ogre?
Also, in case anyone knows, what is the difference between "StaticMeshToShapeConverter" and "AnimatedMeshToShapeConverter" in BtOgre? I hoped it would help me in animating, but it seemingly doesn't.