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charicter physics

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I'm starting to play with a physics engine a bit here and I was wondering what most people do for a character physics. Imagin if you will a 3rd person style game. I dont really want the character to follow the plane below. In the real world if I walk up a drive way, I'm not matching the drive way angle at all. Or in the case in the game I dont want to wobble if I land hard. Ok maybe that part is true in life but a game is not 100% real ;)

So I guess I want the charater to intereact with objects ( collision ) but not react in all aspects. I was able to resolve the bounce factor but I'm not sure how to deal with the Angles. I only want the physics to mess with my position. I use the ODE engine btw. I though about pinning x and z to the north start but I dont think fighting the phys engine is wise. I dont really know the ODE engine that well but I would have expected to see some constrainghts. Or maybe its in the damping somewhere?

Granted if you dropped a statue formthe sky it would not land stading up right. If it were a giant you would expect it to. I dont want to get in to dealing with all the physics a leg can preform I just want to simulate it.

Make any sense?

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I'm starting to play with a physics engine a bit here and I was wondering what most people do for a character physics. Imagin if you will a 3rd person style game. I dont really want the character to follow the plane below. In the real world if I walk up a drive way, I'm not matching the drive way angle at all. Or in the case in the game I dont want to wobble if I land hard. Ok maybe that part is true in life but a game is not 100% real ;)

So I guess I want the charater to intereact with objects ( collision ) but not react in all aspects. I was able to resolve the bounce factor but I'm not sure how to deal with the Angles. I only want the physics to mess with my position. I use the ODE engine btw. I though about pinning x and z to the north start but I dont think fighting the phys engine is wise. I dont really know the ODE engine that well but I would have expected to see some constrainghts. Or maybe its in the damping somewhere?

Granted if you dropped a statue formthe sky it would not land stading up right. If it were a giant you would expect it to. I dont want to get in to dealing with all the physics a leg can preform I just want to simulate it.

Make any sense?


I assume you are using a capsule controller for your character? Are you looking for something like this?

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I have never worked with ODE before, but what you are looking for is a Character Controller. This is in almost all cases a capsule that is always upright in the given dimension (unless otherwise specified or calculated in specific cases).

I'm sure that if you search the ODE Wiki or Forum for Character Controller you will find your answer on how to use this with ODE.

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