Dynamic mesh collision shape center of gravity

It seems that the center of gravity of an object with a dynamic mesh collision shape is its origin. This can cause some silly behavior (traffic barriers popping back up after they are knocked down). How can I change the CG of a physics object without changing the center position in Blender?

By changing the local physics translation :roll:?

How do I change the local physics translation? control.setPhysicsLocation moves the entire object. (I was dropped as a baby.)

I wanted to say physics location instead. But anyways i can’t find the DynamicMeshCollisionShape class in jMonkeyPlataform project, are you using a deprecated libraly?

nope



http://hub.jmonkeyengine.org/javadoc/com/jme3/bullet/util/CollisionShapeFactory.html

http://code.google.com/p/jbullet-jme/wiki/CenterOfMass

You can also just attach your model to a node off-center and let the CollisionShapeFactory do the rest for you (e.g. attach the Control to the node instead)

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