Help with export Physx from Max
by PGames · in Artist Corner · 01/26/2010 (10:42 pm) · 24 replies
I just started using Torque and am trying to export physics objects from Max. Looking at the documentation from Torque, it shows several images with green dummy like objects called base 00, start 00 and such, what are these? Right now, I have the original object Box01, a bounding box called bounds, and the collision box called Box01_pxactor. When I export though, in the xml, the actor 0's always left blank. And I get an error that says
PhysX Error:
f:\p4physx\experimental\PhysX_2.8.1_GPU\novodex\SDKs\Physics\src\NpScene.cpp(894) : Supplied NxActorDesc is not valid. createActor returns NULL.
Please help.
PhysX Error:
f:\p4physx\experimental\PhysX_2.8.1_GPU\novodex\SDKs\Physics\src\NpScene.cpp(894) : Supplied NxActorDesc is not valid. createActor returns NULL.
Please help.
#22
Having to rely upon an 'exporter' to create primitive geometry is just, well....this is something that should be part of the Shape Editor, eh? My 3 cents worth.
I'll have to say, that I had a very easy time building my physics primitives for Ecstasy Motion via script, and they work, don't render....just, Aaaahhhh......nice! Oh, and these were ragdoll bodies, player avatars; not just destroyable blocks!
Food for thought...
02/10/2010 (11:44 pm)
Ggaaaa....T3D needs a 'scripting' solution for physics primitives; bottom line....!!! Make physics available to 'all' developers of Torque, make the solution doable within the Development Environment!Having to rely upon an 'exporter' to create primitive geometry is just, well....this is something that should be part of the Shape Editor, eh? My 3 cents worth.
I'll have to say, that I had a very easy time building my physics primitives for Ecstasy Motion via script, and they work, don't render....just, Aaaahhhh......nice! Oh, and these were ragdoll bodies, player avatars; not just destroyable blocks!
Food for thought...
#23
This is a 5 story building, I have to many shapes to be honest because if everything is destroyed it runs really slow; but if you only destroy a little you get this!!
let me know what you think.
02/11/2010 (3:35 am)
some progress with my experiments, seeing how much the engine can handle.This is a 5 story building, I have to many shapes to be honest because if everything is destroyed it runs really slow; but if you only destroy a little you get this!!
let me know what you think.
#24
The only difference is that their buildings are all built by hand lol, the buildings Adam is working on for our game are built with lego like building structures.
My 2cents Brian
02/11/2010 (9:51 am)
If you notice with the picture my brother posted of the Physx stuff hes been working on, in the left side there are blocks with rebar sticking out of them, got the idea from Red Faction Guerrilla.The only difference is that their buildings are all built by hand lol, the buildings Adam is working on for our game are built with lego like building structures.
My 2cents Brian
Torque Owner Adam Kirchgessner
Prosimian Productions
For a physx newb I would say thats pretty good myself, Im learning as I go and plan on putting a full newbs guide (from a newbie) when I figure out everything.
Have had no success with soft bodies or cloth, also appears that cloth may not even be supported besides the square in torque... still messing with it, will have to get with my brother to dig threw the source and see whats all available to me.