Rotating bounding boxes, aka colliding swords ?
Posted: Wed Mar 03, 2004 8:33 pm
Hello all
I was wondering if it was possible to rotate a bounding box that is used for collision detection. Basically I have two swords that I move about a 3D room and I I want them to be able to collide with each other.
And while it works as long as both swords are pointing straight up, as soon as I rotate them the collision gets very stange indeed, I suspect because the ellipsoide in the collision response animator does not rotate along with the mesh.
Is it possible to somehow use a full mesh for collision detection instead of a bounding box, or rotate the box such that it follows the rotation of the mesh it is attatched to (either of the two swords) ?
Thanks for any help in advance!
I was wondering if it was possible to rotate a bounding box that is used for collision detection. Basically I have two swords that I move about a 3D room and I I want them to be able to collide with each other.
And while it works as long as both swords are pointing straight up, as soon as I rotate them the collision gets very stange indeed, I suspect because the ellipsoide in the collision response animator does not rotate along with the mesh.
Is it possible to somehow use a full mesh for collision detection instead of a bounding box, or rotate the box such that it follows the rotation of the mesh it is attatched to (either of the two swords) ?
Thanks for any help in advance!