For the last couple of days I've been trying to find something about loading models.
Can someone provide a very simple demo where a model is loaded,used in bullet,and after that data is extracted from it and use the data to render that model?
Model loading demo requested
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- Joined: Fri Jun 24, 2011 8:53 am
Re: Model loading demo requested
There are a few code snippets ready to go in the Bullet SDK. Personally I believe they're a bit crude but sure they're much better than nothing.
There's a demo regarding loading a BSP world and a world is technically a model... what model are you looking for in particular?
There's a demo regarding loading a BSP world and a world is technically a model... what model are you looking for in particular?
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- Joined: Thu Nov 08, 2012 2:03 pm
Re: Model loading demo requested
well I just wanted something like:
load 2 human models,and detect if/when/where they collide.Stuff like that.I can create a box shape for a model,but if I want that model to move it's hand and get something it gets complicated...
load 2 human models,and detect if/when/where they collide.Stuff like that.I can create a box shape for a model,but if I want that model to move it's hand and get something it gets complicated...
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- Posts: 149
- Joined: Fri Jun 24, 2011 8:53 am
Re: Model loading demo requested
I mean, what model format. Obj, collada, ASE, md3...
Problem is, the model must either be rigid or be built by as an assembly of rigid bodies.
Models, especially when kinematic, are often very simplified. Sometimes, the collision geometry does not look like the graphical model (see fig. 23-9).
My current plan is to build a collision model as an assembly of rigid bodies similarly to a ragdoll but I haven't had the time to experiment with it yet as my current project does not need accurate collision.
Problem is, the model must either be rigid or be built by as an assembly of rigid bodies.
Models, especially when kinematic, are often very simplified. Sometimes, the collision geometry does not look like the graphical model (see fig. 23-9).
My current plan is to build a collision model as an assembly of rigid bodies similarly to a ragdoll but I haven't had the time to experiment with it yet as my current project does not need accurate collision.