Rotating Objects Issue

Game Engine, Players & Web Plug-in, Virtual Reality, support for other engines

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daniel.scutt
Posts: 3
Joined: Thu May 10, 2012 10:16 pm

Rotating Objects Issue

Postby daniel.scutt » Thu May 10, 2012 10:19 pm

I have a 1-degree rotation on an object every second if a counter is 1-25 (out of 100). When 1-25 occurs on the counter, instead of rotating on the Z axis the way I would expect, it rotates wildly and falls through the terrain object.

I just updated to 2.6 and started this project over (so it wasn't an old project), and have not had this issue before. Is there some bug I should be aware of, or does someone think I'm messing this up somehow?

daniel.scutt
Posts: 3
Joined: Thu May 10, 2012 10:16 pm

Update

Postby daniel.scutt » Fri May 11, 2012 3:11 am

I made another (new) file, and tried both Static and Dynamic. Static works correctly, but when I set the object to Dynamic it rotates the same way, regardless which axis I rotate on, or so it appears.

daniel.scutt
Posts: 3
Joined: Thu May 10, 2012 10:16 pm

Nooooooo

Postby daniel.scutt » Fri May 11, 2012 4:00 am

I found this:

Commit by moguri :: r46085
Fix for [#31166] 2.63 applyRotation() makes Dynamic and Rigid object spin very fast
This bug was caused by r45902. CcdPhysicsController::RelativeRotate() was reading 2 values past the input because it
was actually being passed a float[12] when it asked for a float[9] by KX_BulletPhysicsController::RelativeRotate(). Now
KX_BulletPhysicsController::RelativeRotate() passes in a float[9] like it should have done to begin with.

Here: http://graphicall.org/62

Any suggestions?

Highstaker
Posts: 2
Joined: Fri May 18, 2012 10:09 am

Postby Highstaker » Fri May 18, 2012 10:31 am

same problem. 2.63 still has it, though in 2.49b it works fine.


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