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Hey! Apologies for copying this post from the Bullet forums but I've hit a brick wall on this one. I'm creating a MultiBody and I'm having a hard time figuring out whether or not I am actually supposed to have control over where to place the colliders? To take MultiDofDemo.cpp, in the code there is the following:
What I have found though is once the Collider is set:
All the transforms added prior are gone! In fact, I have found the below has the exact same effect:
This is currently an issue for me since I have everything working on a MultiBody of my own, however since I am wanting to use capsules I can not rotate them to face the correct way. Am I missing something? Thanks everyone, any help would be greatly appreciated! |
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Found a simple solution to this is just to use btCompoundShape and add both the shape and the transform as a child shape.
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Found a simple solution to this is just to use btCompoundShape and add both the shape and the transform as a child shape.
CompoundShape->addChildShape(transform/*offset*/, CollisionShape);