Fixed

WoeMogget
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Joined: Tue Nov 29, 2011 11:35 pm

Fixed

Post by WoeMogget »

!
Last edited by WoeMogget on Wed Dec 12, 2012 4:09 pm, edited 1 time in total.
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Yann
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Re: Question on absolute basics

Post by Yann »

Doesn't seems like an SDK issue.
Are you talking about Dynamica ?
WoeMogget
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Joined: Tue Nov 29, 2011 11:35 pm

Re: Question on absolute basics

Post by WoeMogget »

!
Last edited by WoeMogget on Wed Dec 12, 2012 4:09 pm, edited 1 time in total.
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Yann
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Re: Question on absolute basics

Post by Yann »

Then you definitely want to look at this article about loading a .bullet file ;)
http://bulletphysics.org/mediawiki-1.5. ... ialization

I'm actually having exactly the same concerns and did it as proposed in the article. Works fine except a scale problem that have to see with the dynamica plugin.
WoeMogget
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Re: Question on absolute basics

Post by WoeMogget »

Yann wrote:Then you definitely want to look at this article about loading a .bullet file ;)
http://bulletphysics.org/mediawiki-1.5. ... ialization

I'm actually having exactly the same concerns and did it as proposed in the article. Works fine except a scale problem that have to see with the dynamica plugin.
I used a btBoxShape for collisions as the .bullet file made from a sector mesh didn't work.
Basically, an ogre head is falling and on collision with a sector should stop. However, using the .bullet file made from the sector mesh meant the head kept falling, whereas using a btBoxShape meant the ogre head stopped at the right position.

Did I export the .bullet file correctly? As in Maya, you create it by generating an Active Rigid Body Mesh (from the Dynamica window), then under File, click Export All and export as a .bullet file.

Am I only meant to export certain things?

Oh and thank you for the reply!
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Yann
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Re: Question on absolute basics

Post by Yann »

Well, an 'Active Rigid Body Mesh' means it's a dynamic mesh and that it will fall as well as your ogre Head.
It should be a static mesh to work as a ground.