How can I stop my Jitter physics meshes being offset?
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                ben1066
            
        on Game Development
        
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        Published on 2012-05-13T13:44:39Z
        Indexed on 
            2012/12/15
            11:24 UTC
        
        
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I'm developing a C# game engine and have hit a snag trying to add physics. I'm using XNA for graphics and Jitter for physics. I am trying to split the XNA model into it's meshes, then create a ConvexHull for each mesh. I then attempt to combine those into a CompoundObject, this however isn't working and depending upon the model the meshes are offset by different amounts.
This is the code I'm currently using and it gives me:

Any ideas?
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