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
Why animated mesh blockages
Re: Why animated mesh blockages <SOLVED>
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
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