physX export. Cloth etc.
by Harvey Greensall · in Torque 3D Professional · 11/12/2009 (11:42 am) · 6 replies
Hi All
Am I understanding the PhysX cloth correctly from the demo? I get the feeling it doesn't work like the other physX stuff...Is that right? For instance how do I have a flagpole, with a flag attached, all using PhysX ? Can I set them all up in a 3D app. and export them? Or do I export the Dynamic objects like the flagpole, and attach the cloth to it in script?
Cheers
Harv
Am I understanding the PhysX cloth correctly from the demo? I get the feeling it doesn't work like the other physX stuff...Is that right? For instance how do I have a flagpole, with a flag attached, all using PhysX ? Can I set them all up in a 3D app. and export them? Or do I export the Dynamic objects like the flagpole, and attach the cloth to it in script?
Cheers
Harv
#2
..pxCloth holds rigid until it has collided with something..I wonder if that was on purpose, if that is getting another pass or if I am simply missing something.
I have no clue about soft bodies and PhysX in T3D at this point. I hope someone can shed some light on it for the both of us.
11/30/2009 (10:25 pm)
afaik, you don't need export cloth. It is manipulated in the editor to size, samples and to it's support points. I don't think the wind emitters affect the pxCloth yet...but I think I remember reading that is planned. ..pxCloth holds rigid until it has collided with something..I wonder if that was on purpose, if that is getting another pass or if I am simply missing something.
I have no clue about soft bodies and PhysX in T3D at this point. I hope someone can shed some light on it for the both of us.
#3
This is a whole area where we need a much better pipeline... hopefully one that isn't tied specifically to PhysX.
12/01/2009 (4:35 pm)
Yea we don't have a way to "mark" arbitrary meshes as cloth or support cloth from the PhysX XML.This is a whole area where we need a much better pipeline... hopefully one that isn't tied specifically to PhysX.
#4
12/01/2009 (4:48 pm)
So aaaah, so are we thinking no exporting cloth and soft bodies into T3D in a scene along with my usual geometry and actors? .... I'm still looking into it, and as we've got sails etc. on our ships and flags etc. on our buildings I need to be able to export these into the engine for their death PhysX ....I feel I'm really close but don't want to keep on tryin' if it's just not doable...I appreciate this is really new tech. in T3D so don't expect it to be fully understood yet, *scratches head*
#5
Our current PhysX multiactor class ignores stuff it doesn't understand... so while it might load the physics representation of cloth, it doesn't know to render the cloth.
What do you think the pipeline should be like?
12/01/2009 (5:07 pm)
Well i know its not doable right now... at least not without code changes.Our current PhysX multiactor class ignores stuff it doesn't understand... so while it might load the physics representation of cloth, it doesn't know to render the cloth.
What do you think the pipeline should be like?
#6
What I was hoping for was pretty much how PhysX in max etc. works really. So I've a scene with Dynamic and Static Actors with their relevant geometry at the moment, and yes it's all working well and exports just fine, then from the official PhysX documentation it says for use in max to make sure for cloth and soft bodies that they're editable meshes etc, and tagged as cloth or soft bodies etc. this works fine too before exporting, and I've got great PhysX sinking pirate ships, all reacting correctly, and the ships plus breaking masts etc. themselves also export perfectly into Torque3D, and look great, but so far I'm not able to export anything to do with cloth or softbodies which in my scene I'm using for rigging, rope, sails, flags and a small crew of 200 poly softbody pirates falling off the rigging, bouncing off the deck etc. into the water ! GAAAR !! 8) ...
12/01/2009 (6:05 pm)
Hey Tom,What I was hoping for was pretty much how PhysX in max etc. works really. So I've a scene with Dynamic and Static Actors with their relevant geometry at the moment, and yes it's all working well and exports just fine, then from the official PhysX documentation it says for use in max to make sure for cloth and soft bodies that they're editable meshes etc, and tagged as cloth or soft bodies etc. this works fine too before exporting, and I've got great PhysX sinking pirate ships, all reacting correctly, and the ships plus breaking masts etc. themselves also export perfectly into Torque3D, and look great, but so far I'm not able to export anything to do with cloth or softbodies which in my scene I'm using for rigging, rope, sails, flags and a small crew of 200 poly softbody pirates falling off the rigging, bouncing off the deck etc. into the water ! GAAAR !! 8) ...
Harvey Greensall
I've managed to get some great physX buildings collapsing in Torque3D now, and just need to get to grips with exporting the cloth and soft body objects in the scene into the engine too...Does anyone know of any docs at all anywhere? Even if it's as simple as make sure it's an editable mesh, tag as softbody etc, add xxxx to the script for the object etc. I'm sure it's pretty simple....