First of all great thanks for the awesome engine you made.
I am planning to integrate JigLibX into my game engine and I have several questions. I have animated characters and I need to constantly know their size. I was planning to use CharacterObject from tutorials to represent a character (maybe thats not a best solution for constantly changing body size?).
Maybe I should keep the body size constant… but the main problem is if I retrieve the bounding box at model processor stage it completely does not match the animated model. And I end up with misplaced/incorrectly scaled physics body.
Another question is adding a ragdoll. I would like to have a knock-down effect for my characters (uh oh! :D ). Ive looked at the sample game, but I need this implemented with model's bones rather then primitives.
I have some experience with animation, as well as bone transformations but I dont really have any idea how to get everything working together. If anyone has done anything similar or has any advice would be greatly appreciated!
P.S. I am using kW animation if it changes anything