Hi! I think that some of these topics are already covered in Bullet’s samples (you can find the link at the beginning of the page). I found these samples very useful for starting with Bullet, they are very good for learning imho.
The bullet samples do not work I have already tried running them they have quite a few errors.
Is it possible to use the animated mesh as its own collision mesh.
so the bullet physics wireframe(the debugging frame) must follow the animation.
Basically physics on an against an actor.
If the above is possible, how is it done?
@serega-kkz
Thanks .
I am aware of the hit_box method but I was wondering it is possible to physics on the animated geometry it self.
it would be better for prototyping.
@serega-kkz
Thanks a lot.
The above code creates a physics objects from the animated mesh but the physics object isn’t updated as the mesh is animated i.e the physics object remains static while the mesh moves its legs.
So if for example the panda was suppose to kick a ball, the panda’s leg would still go through the ball.
Oh, hell, you really need a collision with the animation grid … I tried to convince myself that it seems, but it turned out to be true.
You actually have to rebuild the collision grid, every frame. But the problem is that the geometry data is taken from the stored vertices in the file. You need to get the vertex of the actual actor and recreate the collision of the grid. The problem is that I do not know how to get the actual vertices of the actor during the animation.
As I said, it’s very expensive, and ridiculous. Therefore hitboxes as a solution.
There are multiple ways to load .obj files, but the way with most control over the process is to import the .obj file into Blender and then exporting it to .egg via YABEE.