Hello,
I'am developing a motorbike game using Bullet, Blender and Irrlicht for rendering.
I use Blender for modeling, then I export physics to .Bullet using Erwin script.
And export scenario to .IrrLicht using irrb 0.4 from Turbras.
After passed by some issues, i managed to get this:
All fits Ok, the bike fall of whenever go out of road, cool.
But now I model an armature to represente the checkpoint..
Althought I'm using the same file and export all together from Blender, the armature doesn't have the right size!
I've done a "printscreen" of my game and serialize to Bullet at same instant.
Then with Bullet Physics Editor I get what Bullet "engine" is viewing and compare it to what we are viewing.
Could someone help me somehow?
Many thanks,
Jao
[Solved] Blender to Bullet+Irrlicht Object Size
[Solved] Blender to Bullet+Irrlicht Object Size
- Attachments
-
- Game render with Irricht
Bullet situation at same time.
Both Scenario and Physics exported from Blender - gameBulletEditor.jpg (95.02 KiB) Viewed 6105 times
- Game render with Irricht
-
- Track design with Blender.
Export to .bullet using Erwin script - trackBlenderBullet.jpg (44.57 KiB) Viewed 6108 times
- Track design with Blender.
Last edited by jaocarsan on Sun Sep 18, 2011 11:39 am, edited 1 time in total.
Re: Blender to Bullet+Irrlicht Object Size
Sorry for bothering with this.
If someone reach similiar issues in the way of exporting physics from Blender to .bullet, my problem here has been because I link the "checkpoint armature" object from another .blender file, and when procede to rotate and scaling pivot point is not centered at (0,0,0).
Thanks,
Jao
If someone reach similiar issues in the way of exporting physics from Blender to .bullet, my problem here has been because I link the "checkpoint armature" object from another .blender file, and when procede to rotate and scaling pivot point is not centered at (0,0,0).
Thanks,
Jao