CollisionShapes out of place

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CollisionShapes out of place

Postby Rope on Fri Jun 13, 2008 11:55 am

Hi all,

I've got a question about the collisionshapes used in brume. It seems that for some reason it misplaces the collisionshape according to the mesh of a certain terrain I'm using.
So I was wondering of there is no fix for this problem, is there a way to get the position of the collisionshape of that mesh and then place the collisionshape where it belongs.

Greetings, Rope.

P.S. I tried this with several terrains and the collisionshapes from all the different meshes, and the all seem to be off with the same distance from the mesh.
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Re: CollisionShapes out of place

Postby Mast10 on Fri Jun 13, 2008 1:38 pm

Indeed I seem to have the same problem.

also when i try to remove geoms from the collissionspace or try to add objects to brume with collission it gives me an error invalid operation in locked space ode internal error 2.

Any ideas?
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Re: CollisionShapes out of place

Postby Silmaryls on Fri Jul 04, 2008 8:18 pm

I also noticed a collision trimesh shift with terrain.
I will investigate the problem as I am shifting the ODE wrapper to the official 0.9 release.
I don't think there is a workaround to this problem.
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Re: CollisionShapes out of place

Postby Mast10 on Wed Jul 09, 2008 9:39 am

I found the cause of this problem.
It occures when the pivot of a mesh is out of the center (in 3ds max)
When you place the pivot in the exact center of the mesh it will work fine.
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