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Collision for animate object

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Collision for animate object Empty Collision for animate object

Post  soniccat Tue Jul 21, 2009 10:50 pm

How i can make collision check for animate object ( skeletal mesh )? Without one primitive bound for all mesh.

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Collision for animate object Empty Re: Collision for animate object

Post  sio2interactive Tue Jul 21, 2009 11:33 pm

Can you be more precise on what exactly you would like to do!?
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Collision for animate object Empty Re: Collision for animate object

Post  soniccat Tue Jul 21, 2009 11:53 pm

I make football like game. I illustrate my problem below:
I want simulate really physic when ball intersect my skeletal mesh.

Collision for animate object Futb

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Post  sio2interactive Wed Jul 22, 2009 12:54 am

Got it... is this your first game? If yes you might wanna aim for something less ambitious... Cuz this kind of real life physic simulation is pretty hard to achieve. And usually for sports game, you'd better go with your own engine to do it cuz its kind of really specific, or you can build your own player engine around an existing one.

In any case, you have ALOT of work to do even if you are using using SIO2 Wink

Best of luck!

Cheers,
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Collision for animate object Empty Re: Collision for animate object

Post  zzajin Wed Jul 22, 2009 9:57 am

You might want to search the bullet forums for how people are dealing with modified rigid bodies.

For instance
http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2050&hilit=modify+rigid+body

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Collision for animate object Empty Re: Collision for animate object

Post  soniccat Thu Jul 23, 2009 1:51 am

In any case, you have ALOT of work to do even if you are using using SIO2

Now i divide my model on bounding rectangle. Rectangle is dynamic body in blender . I update it position every render with _btRigidBody->setWorldTransform.

In blender i make ipo animation for rectangles, that animation correspond with my mesh animation. And then i multiply my physical transform matrix with ipo transform matrix. Now that rectangles move synchronously with my simple mesh.

But collision in Bullet not work with directly change position ( that obvious ). And i will use that function for collision check:
http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=3419&p=14331&hilit=check+collision#p14331



You might want to search the bullet forums for how people are dealing with modified rigid bodies.

I found http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=1832&p=6973&hilit=skeletal#p6973. But he say that my question not simple too Smile

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