I’m using DynamicAnimControl on the Sinbad model which is scaled down by a factor of 10. DAC didn’t seem to get the hint, so it’s still calculating collision shapes as if Sinbad was still 10x bigger. What should I do to make the shapes smaller?
DynamicAnimControl dac = new DynamicAnimControl();
dac.setMass(DacConfiguration.torsoName, e.get(CharacterShape.class).getMass());
dac.link("Waist", .01f, new RangeOfMotion(1f, -0.4f, 0.8f, -0.8f, 0.4f, -0.4f));
dac.link("Stomach", .01f, new RangeOfMotion(1f, -0.4f, 0.8f, -0.8f, 0.4f, -0.4f));
dac.link("Chest", .01f, new RangeOfMotion(1f, -0.4f, 0.8f, -0.8f, 0.4f, -0.4f));
// etc...
I should mention that I’m only configuring the DAC when Sinbad dies, so this code is seperate from where I actually create Sinbad.
Edit: Although the collision shapes are working correctly now, the physics debug meshes for them are still the wrong size. It’s not really that important, but it’s very messy for physics debugging.
If you’re using Minie, your app should print a startup message to System.out similar to:
Libbulletjme version 17.0.0 initializing
If Minie is in your classpath, your app will have access to various classes that don’t exist in jme3-jbullet, including:
com.jme3.bullet.collision.shapes.MultiSphere
com.jme3.bullet.util.NativeLibrary
com.jme3.bullet.SolverType
The reason I’m curious is because I made a quick attempt to reproduce the debug-mesh issue using Minie and was unsuccessful. On the other hand, there is a known issue with debug meshes in jme3-jbullet that might explain what you’re seeing.