This bug is a showstopper for my project.
phy make rigid body static mesh
does't work the same as all of the rest of the Dark Physics make commands.
There are two (related) problems with it that I've run into so far (and probably more):
1) If you create a static mesh and try to move it into position the visual object doesn't follow. So in other words, the physics 'shape' moves into position correctly, but you can't see it there. Balls will bounce off of your mesh in the spot it is supposed to be, but you won't be able to see it unless you move your dark basic visual representation there manually (all the other commands handle moving your visual representation of the physics object for you as they should...
I can't imagine this would be by design)
2) Worse yet is rotation. You can issue the phy set rigid body rotation command and it will change the orientation of the physics object in the simulation, but not the visual.
And there is nothing you can do to work-around this part of the bug. With the positioning problem, at least you can call position object and move your visual to line up with the static mesh, but calling rotate object has no effect, and the visual maintains a rotation of 0, 0, 0 (the engine is controlling the rotation of the visual and it can't be rotated by you at all). This is what is making it impossible for me to finish my project (before Christmas! Let alone now with time for Chritmas sales! (
Yes I get the most sales during December because they all come to my site to see if there is a new vrChristmas screensaver.)) since this makes pieces of my simulation that are rotated in the physics sim and not on the screen. Please fix this or at least provide some sort of work-around so I can ship.
I would imagine this would be an easy fix to the library. If it were the other way around (the physics mesh not moving or rotating) then perhaps it would be harder. But this looks like it was just an un-tested oversight.
Can you guys please fix this and give us an update?
Please don't just say something like "Why not just save your .x file with it rotated and moved into position already?". The reason I cannot do that is because my game revolves around an editor. The user is given the ability to move and rotate objects where they want them to be, and I can't just limit it to boxes, spheres and capsules. And most need to be static meshes (I have plenty of boxes and capsules but I really can't finish without static meshes).
Thanks, and looking forward to a fix to this
hopefully very soon!
-=VRMan=-
World Famous 3D Screensavers
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