[ODE] Character capsule movement?

Megan Fox shalinor at gmail.com
Mon Feb 13 09:10:17 MST 2006


AMotors can be a little nit-picky in getting them set up to allow for
zero rotation; manually setting all the angular
accelerations/velocities to 0 and setting the orientation to upright
works just fine, surprisingly.

On 2/13/06, Patrick McColgan <patrick at torcinteractive.com> wrote:
> If you do a search of the archives for things like character controller
> avatar, you should find a few helpful posts.
>
> I think the general consensus is to use a capped cylinder, attach an
> amotor to keep it upright and levitate it from the ground.  Levitating
> it using a ray cast to find the ground and apply forces to keep it up,
> this helps with friction issues (applying forces will move it) and also
> helps it move over uneven ground.
>
> I've done all this and as far as I can see my character controller is
> very stable (can't think of any problems), anyway have a search.
>
> Guru2012 wrote:
> > I've been experimenting with ways to move a character around by
> > motors, but I'm not meeting much success.
> >
> > What I need is some way for a character box to interact with floors as
> > if friction were infinite, but also to slide when an arrow key is
> > pressed, i.e. walking. I have the character capsule set up as just a
> > rectangle, so I was wondering if there are better solutions to using
> > large friction and larger motor forces.
> >
> > Thanks,
> > Andrew Gu
> > ------------------------------------------------------------------------
> >
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> >
>
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--
-Megan Fox
http://shalinor.circustent.us/megan/resume/

Lead Developer, Elium Project
http://www.elium.tk



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