Why animated mesh blockages

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Why animated mesh blockages

Postby grokko » Fri Mar 31, 2017 9:36 pm

Hi There Guys and Gals,
I have a OctreeSelector for a Quake .bsp map for the collision and an createCollisionResponseAnimator for the ordinary door animation for a hallway in there. However, the door seems to leave behind a "bumpy" that doesn't let the Camera
fly by...no doubt because of now open door animation.

Is this a typical thing for this situation? I envision, in case i'm doing something wrong, writing a door manager just to
->drop() the door from the collision manager to get past they bumpy.

What causes this? Spatial residue? I tried .b3d, .ms3d, .md2.

Thanks,
Grokko
grokko
 
Posts: 2
Joined: Fri Mar 31, 2017 9:29 pm

Re: Why animated mesh blockages <SOLVED>

Postby grokko » Sun Apr 02, 2017 2:32 am

Hi,
The mesh blockages were from the animations (.b3d) bounding box for the attached door to a spine of a hinge). I
used the AnimatedMeshSceneNode frame numbers of progression to turn off he animator from the cameras perspective. Hence no bounding box Mesh artifacts.

Grokko
grokko
 
Posts: 2
Joined: Fri Mar 31, 2017 9:29 pm


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