I am trying to make a convex hull collider for bullet physics. I am using BulletSharp.CompoundShape and BulletSharp.ConvexHullShape.
This is model of a chair in unity with rigidbody and convex mesh collider (how i expect it to behave):
This is that same model in my engine:
Here is the chair in blender:
When attaching collision shapes to CompoundShape there is an option to add offset, i tried setting that offset to center of volume of mesh i calculated, it did not work.
Simple solution would be to center object in blender somewhere around its center of mass, but can this be avoided? Can i somehow change the chairs center of mass in bullet?
Here is a picture of chairs acting more naturally after changing the center in blender:
All pictures were taken when rigidbodies were still and probably asleep.