Better way to create a mesh?
Posted: Mon May 18, 2015 8:46 pm
This is my problem:
I have a model in .3ds ( a hand with many parts together, compound in Pop/Push Matrix of OpenGL) that I load in my program. I tried to create a appropriate collision shape using btTriangleIndexVertexArray an then a btGImpactMeshShape. It works but I had to fix the parts with joints that are not work very well for me....
I wonder how can I keep the system like the picture below after add physics?
I like to have the finger and the palm in the same position, like I was using the PopMatrix and the PushMatrix. There's a way to add the physics without change the position of the objects? And there's a way to keep the texture and graphics elements of this object?
How is the best collision shape to do it?
Please help me!
Thanks!
I have a model in .3ds ( a hand with many parts together, compound in Pop/Push Matrix of OpenGL) that I load in my program. I tried to create a appropriate collision shape using btTriangleIndexVertexArray an then a btGImpactMeshShape. It works but I had to fix the parts with joints that are not work very well for me....
I wonder how can I keep the system like the picture below after add physics?
I like to have the finger and the palm in the same position, like I was using the PopMatrix and the PushMatrix. There's a way to add the physics without change the position of the objects? And there's a way to keep the texture and graphics elements of this object?
How is the best collision shape to do it?
Please help me!
Thanks!