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Physics in T3D

by janaro666 · in Torque 3D Beginner · 12/24/2010 (8:58 am) · 18 replies

Hi all,
I testing T3D and I have this problem:
How to make physicsshape in T3D?
I have physx plugin in 3dsmax (2.8.3). What is the method export from 3ds max>(file format)>T3D
I want to test export simple boxes with physics to T3D(player move affects position of boxes etc).

thnx for your time.Sorry for my question. Im beginner


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#1
12/24/2010 (6:13 pm)
Check out the 3DS Max articles in the artist documentation. That should help get you going.
#3
12/24/2010 (9:57 pm)
I have only demo, I dont have access to forum creating physics shapes :-(
#4
12/24/2010 (10:04 pm)
I need make physical base objects for CPU not only for GPU
#5
12/24/2010 (10:43 pm)
Hmm, it might be worthwhile having that particular thread moved into a public forum as there is lots of beneficial info it.

Has the demo been brought up to date with the Binary and Pro versions of T3D? If it has then you would not necessarily need that 3DSMax plugin since in later versions of T3D all that is needed is to have the proper node setup and hierarchy in the model and a PhysicsShape datablock in order to have physics enabled objects -- which is what that thread I linked outlines.

#6
12/27/2010 (4:38 pm)
The demo is still at 1.0.1 since 1.1 is still in beta.
#7
01/23/2011 (1:06 am)
Hi
I need help. I want to make simple box with physiscs. How to do?
I read more posts about rigidshape. is this right way?
My idea is:
Player interact with simple box (box moving when player push to box)

I dont know how to make rigidshape :-(
or better systems?

sorry for my bad english


#8
01/23/2011 (1:08 am)
I have 3d action adventure kit a need solve this

tnx
#9
01/23/2011 (1:56 am)
there is a physics section in the T3D documentation. It's a bit iffy in places but it will get you on the right track.
The link Micheal Hall gave is good for learning.

otherwise, look here:
www.gameartstore.com/www/
Physit! is only for Max2008 and Max2009. (based on 1.0 and up physics using PhysX)
Breakit! is for Max9 and up. (based on 1.1B3 abstract physics layer)
#10
01/23/2011 (10:44 pm)
thx. What is different? physx(nvidia) vs abstract physics layer?

sorry for my question, Im beginner
#11
01/23/2011 (11:21 pm)
T3D 1.1 comes with partially working solutions for PhysX and Bullet..the abstract physics layer allows you to plugin Havock or Newton or another solution.
T3D 1.0 only had PhysX support
#12
01/24/2011 (12:17 am)
ok I buy breakit. I will try it
#13
01/24/2011 (12:41 am)
I waiting to license
#14
01/24/2011 (10:47 pm)
omg breakit dont have integrated export physics :-(
#15
01/25/2011 (10:58 am)
what ?
#16
01/28/2011 (5:32 am)
Lukas, I can't help if you don't post. :P
#17
01/28/2011 (6:23 am)
I see on your videos, you use physit for add physics to object over export. No breakit.
How to import this object in torgue ? In level editor as static shapes or no?
#18
01/28/2011 (6:57 am)
Lukas, could you post the question in your native language so that I can translate it. I do not fully understand what you're asking.