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Re: [NEWTON] Polygon precise collision / Attaching [Re: xXxGuitar511] #107189
01/31/07 18:20
01/31/07 18:20
Joined: Feb 2003
Posts: 195
slacker Offline
Member
slacker  Offline
Member

Joined: Feb 2003
Posts: 195
Quote:

no...


ADD: You would have to use seperate models and ball-constraints for that. I'd recommend this:

place your model in the level. Then, create another invisible "skeleton" of the model using newton. Then simply set your models bones to the position of the "skeleton".




I posted this a long time ago about this. Haven't had much time to get in the trenches on this..

http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/651810/page/0/fpart/1/vc/1

Last edited by slacker; 01/31/07 18:20.
Re: [NEWTON] Polygon precise collision / Attaching [Re: slacker] #107190
01/31/07 19:46
01/31/07 19:46
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
newton has special ragdoll functions. you don't have to rebuild an invisible skeleton with normal hinge or ball joints (but this would work too).

but i have never tried how hard it is to convert the newton bone matrices to the information the ent_bone... commands need.

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