Ok, Im totally confused, I just integrate Bullet inside my engine
and Im exporting from Blender the euler angle with the Blender.Object
function getEuler()
When I apply the XYZ euler angle to the Bullet function plSetEuler,
I have some strange results... But If I do this:
plSetEuler( y, x, z ) and z = 0.0 everything is fine, as soon z
is different than 0 I have strange results... but if I do this:
plSetEuler( 0.0, 0.0, z ) where z is != than 0.0 it's working
fine...
Bullet & Blender are not supose to be compatible (without mentioning
that I also had to invert the gravity axis that is set to -Y by default)
? I dont get it, can someone help me on that matter please... to make
this rotation work...
Tks
Bullent and Blender Export
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Re: Bullent and Blender Export
Please use the COLLADA 1.4 exporter of Blender, in combination with the BulletColladaConverter library (see Bullet/Demos/ColladaDemo and Bullet/Extras/BulletColladaConverter).GLphyX wrote:I just integrate Bullet inside my engine
and Im exporting from Blender the euler angle with the Blender.Object
function getEuler()
There are many different euler angle orderings, and Blender probably uses a different order.
Note that the Bullet C-API is far from finished, you better use Bullet's C++ API.
Hope this helps,
Erwin