![]() |
|
#1
|
|||
|
|||
|
Body linking
Hi,
I'm developing a training environment where the user must operate a fork lift truck and be able to get on and off. I have set up the fork lift using physics joints and motors so that it "behaves" correctly, which it does-to a certain, pretty much. Firstly when I pick up the objects with the forks that need loading and stacking (cages made with collideBox's top and bottom) there is a noticeable 'wobble', to the point when it looks unrealistic. Is this a trade off of using a bunch of dynamic physics shapes held together with physics joints? Secondly when linking the viewpoint to the fork lift I loose control of the head, I presume it is the head_ori that is linked is it? I have tried using setMask but to no avail .I have tried using this:Code:
#TIMER
def onTimer(num):
# #The timer with the id 'num' has expired
if num == 0:
#Link matrix of runners to forks(turning)
turn = run.getMatrix()
turn.preTrans(0,1.6,0)
view.setMatrix(turn,viz.BODY_ORI)
viz.callback(viz.TIMER_EVENT,onTimer)
viz.starttimer(0,viz.FASTEST_EXPIRATION,viz.FOREVER)
Am I missing something really simple here? Regards Nige |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| scaling avatar's body parts | shai | Vizard | 4 | 03-03-2008 08:35 AM |
| separating heads from body for complete-characters.com | vAlexia | Vizard | 0 | 09-18-2006 11:10 AM |
| translating viewpoint along body orientation | cade_mccall | Vizard | 3 | 08-29-2006 09:35 AM |
| problems adding a custom morph head to a custom body | Greenwu | Vizard | 1 | 07-27-2006 10:32 AM |
| Linking avatar 'bones' to a position tracker. | zachhendershot | Vizard | 3 | 11-19-2003 09:26 PM |