Hi! Me again, some questions again...
1) I`m having some trouble with one relatively big rigid, marked as trigger and rotated at 45degrees. It looks like the collisions before the rigid is being passed to the "collision details" are AABB for the character to AABB for the trigger, so I`m getting some ugly results. How can I do that properly? (my character has to go through it)
2) Trouble creating a physics mesh from a 3d model too. I`m loading the model, pass the vertex and other data to a hkExtendedMeshShape, but the rigid model is different(buggy) from the original model. I`m loading a .3ds, but tried different formats and shapes (a simple cube too). I searched it a bit, and found that the indices should be set to 16 for simplier models and to 32 for more complex ones. Well, my app crashes if I try the wrong one, so I don`t think that`s the issue. Most probably I`m doing sth wrong with the mesh passes, so here`s the code I`m trying (not mine):
I cannot find out what Hk shape is best to use, so please recommend me one if posssible.