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  1. #1

    Default up Vectors

    Hi there all,
    I am tring to use the Havok physic enging with its library behaviours, and by
    default, I noticed that when you create a scene through lingo, the camera and
    the models up vector is different from Havok. For example, lets say you create
    a simple floor, and you create a simple sphere that you want to bounce along
    the floor. You then face the camera so that positive z translations will move
    forward, which makes the floor look like a bowling lane. However, after you
    apply havok and its rigid bodies etc, the ball moves towards the camera
    instead of droping down to the floor. So my question is, how do you setup the
    up vectors to my models and camera so that it matches the up vector to havok's
    up vector?

    Also, here is a link to my example of what is happening....

    [url]http://home.comcast.net/~rneilen216/example/test_havok.htm[/url]

    Roofy Guest

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  3. #2

    Default Re: up Vectors

    Sorry for the duplicate guys.
    I didn't see my original post because I posted it in Macromedia's
    website. Then remembering that I shouldn't use there site when I didn't
    see the link so I posted again. Sorry about that.

    roofy Guest

  4. #3

    Default Re: up Vectors

    dont think about changing your models up axis, simply change the havok engines
    gravity vector!

    pHavok.gravity=vector(0,-9.81,0)

    thats all, but dont know how to use it with the behaviors that came with the
    library because they are confusing... you can try to search the scripts to find
    the word "gravity" so you can maybe change the vector there.
    but better code the havok stuff on your own.

    hondo3000 Guest

  5. #4

    Default Re: up Vectors

    Ok Thanks Hondo3000. In addition, I have to agree with you about the
    havok behavious. In fact, I came up with another problem, that I am
    going to try to fix by re-reading the Bowling tutorial that is at
    [url]www.director-online.com[/url]. When comparing, I noticed that I was able to
    stop the ball from flying through the z axis, but it doesn't move at
    all. So I guess I have to write the lingo exactly the way the tutorial
    shows it, and see if I can get the same results. I will let you know if
    there are any problems.

    Thanks Bob

    roofy Guest

  6. #5

    Default Re: up Vectors

    Ok, I follow the tutorial excatly to what it said, and I still had a
    problem. However, I took Hondo3000's advice about the gravity's up
    vector, and did a search on script that I downloaded from the tutorial.
    Appearently, they didn't discuss it, but they did infact changed the
    gravitiy's up vector without telling us to do so. I don't understand
    why they would miss that out, after I had spent a half of a day tring
    to figure out why my project wasn't coming out the same.

    roofy Guest

  7. #6

    Default Re: up Vectors

    why dont you just rotate the camera, code inside the 3dcast member
    member(1).camera(1).rotate(0,0,10 #self) or #world
    member(1).camera(1).transform(0,0,10) or #world
    tigral Guest

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