csColliderActor::AdjustForCollisions (oldpos, newpos, vel, delta) doesn't seem 
to be describing a rotation. How is Move and SetRotation supposed to be 
working with AdjustForCollisions? You can just use AdjustForCollisions on its 
own.

On Wednesday 04 June 2008 17:39:09 Jorrit Tyberghein wrote:
> Depends on what collider boxes you mean. How do you get them?
>
> Greetings,
>
> On Tue, Jun 3, 2008 at 8:07 PM, Amir Taaki <[EMAIL PROTECTED]> wrote:
> > Am I correct in thinking that mesh object collider boxes aren't
> > transformed according to the iMovable? I have a test case where the
> > collider box correctly follows the translation but not the rotation of
> > the mesh. Thanks.
> >
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