I'm trying to move a kinematic character over a btStaticPlaneShape. Most of the code was adapted from the character control demo app. (bullet 2.74+Ogre)
The problem is that if I use a capsule the character jitters. I tried using a bigger capsule and a smaller stepheight but the result is the same: the object cannot move smoothly over the floor. (At one frame the object sunk 0.2 units into the floor)
The wierd thing is that if the shape is replaced by a sphere or a box the character slides perfectly.
I'm confused because the demo app is actually using a capsule without jittering.
Any hint?
Regards,
SL
kinematic character jitters
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Re: kinematic character jitters
Another test: My app (the one that jitters) includes a capsule over a plane but the demo uses a capsule inside a box.
If I replace the plane by a box the jitter stops.
The box is convex but the plane is concave: maybe that explains the difference.
Any idea?
SL
If I replace the plane by a box the jitter stops.
The box is convex but the plane is concave: maybe that explains the difference.
Any idea?
SL
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- Joined: Wed Feb 25, 2009 11:10 am
Re: kinematic character jitters
http://www.bulletphysics.com/Bullet/php ... ngmind.com
Will the cause be the same?
Will the cause be the same?
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- Posts: 5
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Re: kinematic character jitters
homare said:
Thanks,
SL
I'm not so sure. In that thread Erwin said:http://www.bulletphysics.com/Bullet/php ... f=9&t=2842
Will the cause be the same?
and I'm using a capsule and a plane. They don't have interior edges or joints.3) as long as you use a rounded shape, such as a capsule, the character shouldn't suffer from a 'interior' edge problem
Thanks,
SL