Problems creating breakable props with PhysX
by Andres Bordeu · in General Discussion · 09/14/2009 (6:16 pm) · 2 replies
Hi. We’re trying to create breakable assets following the PhysX Torque documentation*, but there are several problems we are encountering:
1- In 3d Studio Max we have to change the X & Y position/coordinates of the ‘_pxactor’ collisions, because the exporter seems to be swaping them.
2- The visual model of the ‘not-broken’ state simply will not export correctly. For some reason if we export a box that is identical to the _pxactor collision the system works well, but if we use the actual model the broken pieces are not hidden (the resulting export is a mess).
I think our problems may be related to our collada exporter plugin. Our Autodesk Collada exports never worked, so we’re using ColladaNextGen instead (https://collada.org/).
Is anyone experiencing similar issues? Has anyone had successful results, and if so, with what collada exporter are you working with?
Thanks!
* http://docs.garagegames.com/torque-3d/official/content/documentation/Artist%20Section/MaxGuide2.html
1- In 3d Studio Max we have to change the X & Y position/coordinates of the ‘_pxactor’ collisions, because the exporter seems to be swaping them.
2- The visual model of the ‘not-broken’ state simply will not export correctly. For some reason if we export a box that is identical to the _pxactor collision the system works well, but if we use the actual model the broken pieces are not hidden (the resulting export is a mess).
I think our problems may be related to our collada exporter plugin. Our Autodesk Collada exports never worked, so we’re using ColladaNextGen instead (https://collada.org/).
Is anyone experiencing similar issues? Has anyone had successful results, and if so, with what collada exporter are you working with?
Thanks!
* http://docs.garagegames.com/torque-3d/official/content/documentation/Artist%20Section/MaxGuide2.html
Torque Owner Ken Johnston
Indiestructable Systems
http://www.garagegames.com/community/forums/63