Since little time, best to make a square base then.

About floating in the air- you should have a small feet, but big body- the
body now is too small. Should at least be characters arm length I think.
cya!

On 6/17/08, Dariusz Dawidowski <[EMAIL PROTECTED]> wrote:
>
> Would be great to fix it then, it's visible with shadow - actor
> floating in the air, also actor floating in air close to ledge. Maybe
> this rotation can help with this a little bit.
> Greetings
> Darek
>
> 2008/6/10 Amir Taaki <[EMAIL PROTECTED]>:
> > 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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