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PhysX Pipeline/ Characters In Torque

by Sunder Studios · in Torque 3D Professional · 02/16/2010 (1:41 pm) · 6 replies

Hi there,

Could someone please briefly explain to me the pipeline for using characters with PhysX inside of Maya?

I know how to to use maya and create skinned DTS character animation and what physics engines do, but I need to know the pipeline and how the files are intended to work together. I don't know this because I've never had to use a 3rd party physics engine before and I can't find anything in the documentation regarding characters and PhysX. I'm a maya guy not a coder and the coders I work with aren't 3D application people, So bear with me.

Some things I need to know:

-I would just like to know what the best usages of PhysX are so we can take the best advantage of it. I have seen the breakable object and cloth examples but what about characters.

- What is typical usage (Any examples?) for PhysX with skinned characters in torque, or is this completely experimental with Torque? For example, should PhysX be used any time a character is hit by another character via rigid bodies? Or are rigid body ragdolls only used for when the character is falling or colliding with a surface plane?

- Is a PhysX ragdoll needed to be applied to the character in order for a character to hit and/or break another physX object or is there an easier way to do this?

- Is the PhysX data transferred to the DTS files some way or is the PhysX data exported differently?


#2
02/16/2010 (5:39 pm)
Physx character is a capsule or a box in Torque now and there is no ragdoll implemented yet and no physics animation too.

AFAIK there will be ragdolls and maybe physics animation in the future.

You need c++ programmer skills for doing ragdoll and physics animation by yourself(just synchronize all animated character bones with physx actors, but it is not easy).



#3
02/16/2010 (5:44 pm)
Using a box or a capsule like character replica it is a common practice, so do not worry about it , but when character is dying there definetely has to be a ragdoll, not animation.

#4
02/16/2010 (5:50 pm)
I would add bone/jointed-actors/etc automation functionality to my 3dsMax Physit! tool if Ragdolls became an integral part of the engine.
#5
02/16/2010 (6:22 pm)
Ok, I'm going to discuss this with my coding peeps. Thanks for the replies.
#6
02/18/2010 (6:33 pm)
Torque will have ragdoll support eventually... its just been lower priority than other core physics issues.