doc Posted May 26, 2014 Share Posted May 26, 2014 Hi, Basically I want to have transforming (not deforming) collision objects in my bullet sim. I was wondering if anyone has ever done this before. I was thinking I could compute transformation matrices for each piece and stuff them into a point attribute on the packed primitive. Then maybe I could use those transformations in a sop solver to move thine inactive pieces. Has anyone done this before? Does anyone have a better suggestion for doing this? Regards, Doc Quote Link to comment Share on other sites More sharing options...
rayman Posted May 26, 2014 Share Posted May 26, 2014 (edited) Instead of setting inactive pieces you can set mass and density of collision pieces to zero. Then you can use v and w attributes to control your pieces. They will behave like colliders without self collision but bullet will update their positions based on their attributes. Good luck Edited May 26, 2014 by rayman Quote Link to comment Share on other sites More sharing options...
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