hey guys
i m trying to make my Character walk on a terrain and i ve the following problem with it:
my model cant keep balance on the ground (ground is not plane) and even if that would work i think i ve the problem that the model wont be upright but keep the angle of the face it is standing on.
First: are we talking about jME Physics here? (guess, we do)
Modeling a character physically can be a complex task.
How do you currently model your character? Is it a physics sphere or box? Can you provide a screenshot with physics debugging turned on? What are the requirements for the behavior? Is your physics model too complex, probably?
Did you have a look into the jME Physics tutorials? One of them shows simple jump-and-run-style character.
yes i use jme Physics 2
i use a not animated low poly model at the moment which i found somewhere for free which can be found here: http://www.tutorialsforblender3d.com/Game_Engine/LowPolyModel/LowPoly_Male.html
(just in case someone is looking for a model ^^)
and then i generate Physicsgeometry on it so maybe the physics geometry is a little to complex but hasnt anything to do with my actual problem.
for example Lesson8 of the Tutorial has the same Problem if the Box walks on the middle part of the terrain it doesnt stand upright anymore and if it moves about the little canyon it cants over which is physically right but i want to disable this so my model always stands upright
cant show the physics geometrie - PhysicsDebugger.drawPhysics(getPhysicsSpace(), DisplaySystem.getDisplaySystem().getRenderer()); only draws the forces but not the physicsgeomety :?
Slevin said:
cant show the physics geometrie - PhysicsDebugger.drawPhysics(getPhysicsSpace(), DisplaySystem.getDisplaySystem().getRenderer()); only draws the forces but not the physicsgeomety :?
This probably means you are using trimesh accuracy (trimesh physics is not displayed, unfortunately).
I think you should model physics without an actual visual model, first. You can start with Lesson8 and improve it until your char behaves like you want it to. Afterwards you can attach the visual model without modifying the physics. Generating physics from visual is not recommended for more complex stuff (it's just for starters :)).
But don't expect it to be that easy - as I said, modeling a character physically is a complex task.
P.S. search for "character" on the physics board to find some tips on possible techniques.
This probably means you are using trimesh accuracy (trimesh physics is not displayed, unfortunately).
you re right
Searching with the rigth and most simple words really helps ~~ read the words character and joints and i think these two words will solve my problem ^^
refering to create character physicsgeometrie actually it would reach to use a well fitted Sphere although i m interested in how it can be done with more complex geometrie (especially with for an animated character) http://www.jmonkeyengine.com/jmeforum/index.php?topic=1591.0
but if i got this thread rigth there isnt a way (with jme) for animated chars (correct me if i am wrong). So im wondering how to create Hitboxes
for not motioned geometry i maybe will figure out with the ragdolltest.
btw - I dont know if this is possible but wouldnt it be nice here to be able to set a trimesh as the physical representation. So i could simply model a low Poly model around my normal model and set this one as the physic representation.
ok tried some stuff now - with joints my problem cant be solved because its not possible (or i didnt find out how it is)
to enable movement in more than one translation direction per joint.
next thing i tried was to put my center of mass as deep as posible - with a low translation my model doesnt fall over but still jiggles - if i put it much deeper lets say -1000 it doesnt move correct and some strange things happen.
to reconstruct what i mean use Lesson8 from the tutorial set centerofmass to (0,-1000,0) and use instead of generatePhysicsGeometrie - dynamicNode.createSphere("Sphere");
any suggestions what i can do instead?