Compound collision shapes howto?

(PaloDeQueso) #1

The story goes I’m working on an indie game and have chosen COLLADA for an intermediary model format, Bullet for physics, and becuase it just made sense, Blender for most of my modeling. I am a programmer but decided to figure out all the needed features of blender just to make sure that it will support all of the things I need. So far that’s true, I can do lot’s of great things however I have hit one snag. I can’t seem to get multiple collision shapes working. Say I have a bottle (there are better examples but this was the first that came to my head.), I would want to model the bottle in the physics engine as a cylinder for the base, and a cone for the top, which simulates the curviture enough for my use. But I can’t seem to do it unless I make two separate meshes under two separate objects, give them unique collisions shapes, or the cylinder and the cone, and them put them together using a rigid constraint. This would work however it adds extra overhead and is really just a hack. Bullet, Blender, and Collada all seem to support multiple physics shapes per object, however blender is the only one I can’t seem to figure out. Any help would be appreciated greatly.

by the way: Blender owns!

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(zdk1) #2

hi,
sorry I don’t have an immediate answer to your question, although someone surely does.

just letting you know that game engine questions will be answered much faster if posted in the game engine support forums.
http://blenderartists.org/forum/forumdisplay.php?f=12

not a biggie, just for future reference you’ll probably have better luck there for GE related things.

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(LetterRip) #3

and for bullet specific questions you might try the bullet forum,

http://www.continuousphysics.com/Bullet/

LetterRip

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