Posted: Thu May 10, 2012 9:19 pm
Joined: 10 May 2012
Posts: 3
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?
Posted: Fri May 11, 2012 2:11 am
Joined: 10 May 2012
Posts: 3
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.
Posted: Fri May 11, 2012 3:00 am
Joined: 10 May 2012
Posts: 3
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?
Posted: Fri May 18, 2012 9:31 am
Joined: 18 May 2012
Posts: 2
same problem. 2.63 still has it, though in 2.49b it works fine.