Display the capsule shape and position in it

Sorry for noob question, but how I can display the capsule of collision shape?
so it shown here
showen the capsule collision shape
I don’t see anything when compiling my project how on screenshot, I say about blue web)))

I have only that… Can’t see capsule…

You have to enable the physicDebug in the bulletAppState.

Thanks, “bulletAppState.setDebugEnabled(true);” helped.

I have another question, can’t understand what is problem…
I set up the BetterCharacterController to the created BOX and if I set the mass more 0, it just jumping on the terrain.
And if set the position 0, it’s stay down the terrain.

First position

Second

BulletAppState bulletAppState = new BulletAppState();
        stateManager.attach(bulletAppState);
        bulletAppState.setDebugEnabled(true);
        
        setUpLight();
        
        Box b = new Box(1, 1, 1);
        Geometry wall = new Geometry("Box", b);
        
        Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        mat.setTexture("ColorMap", assetManager.loadTexture("Textures/toon/wall.png"));
        
        
        BetterCharacterControl wallBody = new BetterCharacterControl(1, 1, 1);
        wallBody.setPhysicsDamping(1);
        wallBody.setGravity(new Vector3f(0, 50, 0));
        wallBody.setJumpForce(Vector3f.ZERO);
        PhysicsSpace wallPs = new PhysicsSpace(new Vector3f(0, 50, 0), new Vector3f(0, 50, 0));
        wallBody.setPhysicsSpace(wallPs);
        
        wall.addControl(wallBody);
        wall.setMaterial(mat);
        rootNode.attachChild(wall);
Spatial scene = assetManager.loadModel("Scenes/scene1.j3o");
        CollisionShape sceneShape = CollisionShapeFactory.createMeshShape((Node) scene);
        System.out.println(sceneShape.getScale());
        RigidBodyControl landscape = new RigidBodyControl(sceneShape, 0);
        scene.addControl(landscape);
        rootNode.attachChild(scene);
        
        bulletAppState.getPhysicsSpace().add(landscape);
        bulletAppState.getPhysicsSpace().add(wallBody);

Excuse my english and my fooling

Mass = 0 => static object

For the bouncing problem, it’s a known issue. You have to setup your betterCharacterControl with a height > radius.

Yeah… new BetterCharacterControl(1, 1, 1);

“Why does my 2 meter wide and 1 meter tall 1 kg block of styrofoam bounce around like a big block of styrofoam?” :slight_smile:

…but actually, I guess if the screen shots are accurate in showing the collision shape then the BetterCharacterControl docs are lying about either “radius” or “height”. Still, the density is even lower if height is “height extent”.

thanks so much!

Can I find out?! Can I use animation from one model to another with one bones model inside jme3?
Or a model must have its animation only for use?