Answered Ghost Limbs!?

  • Thursday, June 07, 2007 7:34 PM
     
     

    Ok, I've finally gotten to the point where I can create big capsule (the base) and attach a little capsule (the leg) with a joint. I'm trying to keep the model as simple as possible and take baby steps, so I haven't specified a mesh or anything.

     

    What I'm confused about is that the leg seems to pass right through the base as it swings! If I bump the base with the camera, it responds. Why wouldn't the leg just bounce off the base as it swings around?

     

    Also, I'm having some trouble understanding joints... right now, a parent/child relationship between the two entities won't work, correct? So each entity must be located and oriented correctly in the world coordinates before creating the joint? I don't have a graphics background, so I'm struggling to understand the relationship between the joint normal, axis, quarternions, etc... any good references you could recommend?

     

    Thanks.

All Replies

  • Thursday, June 07, 2007 9:26 PM
     
     Answered
    Hello Bretton,
    by default, jointed entities don't collide. This is useful when the collision boxes overlap at any joint position, which is the case in some models I'm working on.
    If you don't want this behaviour, look at the JointProperties of your PhysicsJoint. It has a member EnableCollisions. Set it to true and the two entities should collide as expected.

    Regards,
    Ben
  • Thursday, June 07, 2007 10:11 PM
     
     
    Thanks, that did the trick!