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  • BEPU Plugin BallSocketJoint

    Hi community, after my MobileMesh Component I wrote a first prototype of a BallSocketJoint Component. Here is a first preview video: http://www.youtube.com/watch?v=bR4HcSM74HY You add the component to EntityA and set the name of EntityB. If both Entities have BEPU Components they will be connected by...
    Posted to Add-on Libraries by Ole on 04-27-2013
  • BEPU Complex model?

    Hi guys, I'm using the BEPU Plugin in my game and I love it. But now I don't know how to resolve my problem. I built a "labyrinth" object out of cubes in Blender and imported it into my scene. Now I want to roll through the passage in the red rectangle. So I set the objects BEPU Body...
    Posted to Add-on Libraries by Ole on 04-24-2013
  • CharacterControllerSample error

    I'm getting a System.NullReferenceException in the HandleCharacterControl(GameTime gameTime) for the CharacterConrollerSample. Specifically, the error appears when I'm running the example and then press the down arrow, on the line: if (_animComponent.AnimationController.AnimationClip.Name !=...
    Posted to Add-on Libraries by MichaelPeters on 01-31-2013
  • Re: Exporting from 3ds max/kwExport/skinned models

    [quote user="JohnK "bobthecbuilder""]I've checked out the XNA Skinning sample model and it's also being rotated by the animation data, however the rotation is on the Y axis (at least visibly / on-screen). The model faces backward when provided identity transforms for the bones...
    Posted to Using SunBurn by maconbot on 01-31-2013
  • SunBurn BEPU Questions

    Hey guys, I have a couple quick questions about SunBurn's current built-in version of BEPUphysics. 1) Is there any way to offset a scene object's graphics from its collision, or is the collision tied to the graphical bounding box/sphere? (it seems like this is a full BEPU feature only....that...
    Posted to Using SunBurn by Nate "Vulture" on 01-18-2013
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