Dagon, Morph animation and OgreNewt

Dr_Amr

24-02-2006 17:55:32

hello there,

my question is, is there a way to adjust the "collision object" dynamically as the mesh changes - during morph animation or normal skeletal animation ?

ps: if the question has been answered before, it's my fault , I didn't search :)

OvermindDL1

03-03-2006 09:43:10

Since no one else responded, I'd wager a bet that you would just destroy the current one and create a new one. Obviously don't do that often. :roll:

Dr_Amr

03-03-2006 16:51:10

finally someone responded ! I felt like my question was too stupid to answer :(


anyhow, when it's realtime animation, I don't think that it's practical to destroy my collision object and create a new one with every frame of animation, is there a way to "update" the current collision object?

walaber

03-03-2006 17:11:34

you can apply simple scaling/skewing to a collision shape through the "ConvexModifierCollision" class, which you can cast any convex-shaped collision object to.

note that scaling the object in realtime doesn't result in realistic physics behavior... so if you have a small sphere sitting on the ground, and yuo scale it up to 2x size quickly, half of it will be stuck in the ground.

Dr_Amr

03-03-2006 17:24:35

thx walaber for the reply, well, in my case the animation I want to apply to the collision shape is vertex animation not scaling or skewing, isn't there a way to apply this vertex animation to the collision shape? and if not, are you planning on adding this functionality ? :)

off topic : I see japanese text in ur blog, yet ur location is california, usa, hey, where are you from? :)