Coming back to starter post: First: you can update your position from physics with matrix transform or position attitude transform even if there are parent transforms on tree up to this node, you just need to modify (or write new) callback that setups nodes positions to count transforms up to this node (u can get that with computeLocalToWorld method of matrix transform), then u getting inverse of this matrix (or may be you can skip inverse when using computeWorldtoLocal ) and combine with matrix you got from physics simulation, then u get matrix u need to set for your node with physics object.
Second: Bullet collision detection and dynamics works with any static meshes and dynamic convex meshes, you cant get dynamic concave mesh using standard bullet stuff, but you can get concave dynamic mesh collision detection and dynamics with gimpact meshes, search for gimpact stuff in bullet forums. Cheers, Sergey ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31554#31554 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

