VeganDev wrote:Tutorial Doctor wrote:For some reason, when I use sphere the object hovers above the ground. I don't know why I keep getting that. I understand why sphere is used in the example (along with angular damping and angular factor adjustments) so that it would "roll without rolling.
There should be some visual cue that let's us know where the center of rotation/mass of the physics object is, so that the pivot point of the mesh can be in the right spot.
I'll fix it soon, working on some animated objects
Unless Im not understanding your point, the pivot point comes from the export from your 3d application. That's what I've always seen anyway. If the pivot isn't centered in 3d app, then it will not be in maratis either.
Im not sure what you mean by, object hovers above ground using sphere, as if you try both convex and sphere , and the play the level, there is no effective difference in how the 'player' moves along the area, at least none that Im seeing here, at all.
The difference between the two as I noted, is just the type of collision needed, based on accuracy and what you want to do, and as described to me, the difference between a simple player moving along, and the need to fit a triangle piece, into a puzzle triangular hole, with the puzzle analogy being a lot more ( depending how many in the scene, etc.) expensive on performance.
In real physics the diameter would play some part also, rather than just the pivot.
Say you had a sphere with a diameter of 1 Maratis unit with the pivot in the center. Then say you have another sphere with a diameter of 10 Maratis units with the pivot in the center. Since the larger sphere has more surface area, it would seem it would roll differently than the smaller sphere.
My question is if the Physics object (sphere in this case) uses the bounding box of the object or some predetermined size, or a combination of the two (Bounding box and pivot point)
If I used a cube shaped mesh with a spherical physics properties it would roll like a sphere (this is what the Maratis example does, except with angular damping and 0 angular factor)
What happens in my game is that even though the ground mesh is triangle mesh and the object has sphere physics, it is offset from the ground mesh. It still moves, but just as if it was sitting on top of an invisible flat plane.
I am going to look into it now.
Last edited by Tutorial Doctor (2013-09-30 00:07:46)