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 Post subject: Fixed
PostPosted: Tue Nov 29, 2011 11:40 pm 
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Last edited by WoeMogget on Wed Dec 12, 2012 4:09 pm, edited 1 time in total.

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PostPosted: Wed Nov 30, 2011 10:50 am 
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Doesn't seems like an SDK issue.
Are you talking about Dynamica ?


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PostPosted: Wed Nov 30, 2011 11:51 am 
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Last edited by WoeMogget on Wed Dec 12, 2012 4:09 pm, edited 1 time in total.

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PostPosted: Wed Nov 30, 2011 1:35 pm 
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Then you definitely want to look at this article about loading a .bullet file ;)
http://bulletphysics.org/mediawiki-1.5. ... ialization

I'm actually having exactly the same concerns and did it as proposed in the article. Works fine except a scale problem that have to see with the dynamica plugin.


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PostPosted: Sun Dec 04, 2011 11:30 am 
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Yann wrote:
Then you definitely want to look at this article about loading a .bullet file ;)
http://bulletphysics.org/mediawiki-1.5. ... ialization

I'm actually having exactly the same concerns and did it as proposed in the article. Works fine except a scale problem that have to see with the dynamica plugin.


I used a btBoxShape for collisions as the .bullet file made from a sector mesh didn't work.
Basically, an ogre head is falling and on collision with a sector should stop. However, using the .bullet file made from the sector mesh meant the head kept falling, whereas using a btBoxShape meant the ogre head stopped at the right position.

Did I export the .bullet file correctly? As in Maya, you create it by generating an Active Rigid Body Mesh (from the Dynamica window), then under File, click Export All and export as a .bullet file.

Am I only meant to export certain things?

Oh and thank you for the reply!


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PostPosted: Mon Dec 05, 2011 8:22 am 
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Well, an 'Active Rigid Body Mesh' means it's a dynamic mesh and that it will fall as well as your ogre Head.
It should be a static mesh to work as a ground.


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