Hello,
I'am developing a motorbike game using Bullet, Blender and Irrlicht for rendering.
I use Blender for modeling, then I export physics to .Bullet using Erwin script.
And export scenario to .IrrLicht using irrb 0.4 from Turbras.
After passed by some issues, i managed to get this:
All fits Ok, the bike fall of whenever go out of road, cool.
But now I model an armature to represente the checkpoint..
Althought I'm using the same file and export all together from Blender, the armature doesn't have the right size!
I've done a "printscreen" of my game and serialize to Bullet at same instant.
Then with Bullet Physics Editor I get what Bullet "engine" is viewing and compare it to what we are viewing.
Could someone help me somehow?
Many thanks,
Jao
[Solved] Blender to Bullet+Irrlicht Object Size
-
- Posts: 5
- Joined: Sat Nov 27, 2010 6:03 pm
[Solved] Blender to Bullet+Irrlicht Object Size
You do not have the required permissions to view the files attached to this post.
Last edited by jaocarsan on Sun Sep 18, 2011 11:39 am, edited 1 time in total.
-
- Posts: 5
- Joined: Sat Nov 27, 2010 6:03 pm
Re: Blender to Bullet+Irrlicht Object Size
Sorry for bothering with this.
If someone reach similiar issues in the way of exporting physics from Blender to .bullet, my problem here has been because I link the "checkpoint armature" object from another .blender file, and when procede to rotate and scaling pivot point is not centered at (0,0,0).
Thanks,
Jao
If someone reach similiar issues in the way of exporting physics from Blender to .bullet, my problem here has been because I link the "checkpoint armature" object from another .blender file, and when procede to rotate and scaling pivot point is not centered at (0,0,0).
Thanks,
Jao