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Creating custom physics shapes.

by Robert Hartley · in Torque 3D Professional · 02/09/2011 (11:03 pm) · 3 replies

I was reading through the documentation of T3D beta 3 and i found the "Max Physx Guide" and i personally cant afford 3ds max and pirating it wouldn't do me any good either. for the last three hours i've been having a look at the datablock editor etc trying to add a cube model from blender in .dae format and i failed many times. Is there a way to make physics objects wither by exporting them from blender or by using the datablock editor, or is it simply that 3ds max is needed to make physics objects?

Thanks
Rob

#1
02/10/2011 (10:26 am)
If the proper nodes and hierarchy is used/followed for the PhysicShapes then almost any modelling app can be used to make them in the more current version(s) of T3D - this wasn't true in earlier versions and required specific modelling apps with certain plugins.

This guide was written by an artist using Max but the details are much the same.
#2
02/10/2011 (1:39 pm)
So the need for max is now irrelevant in making physx objects? Are the docs going to be updated? And thank-you for that link I'll give it a go today.
#3
02/10/2011 (5:43 pm)
I think you're talking about 2 different things...
You can make a "physx object" (a PhysicsShape) from any model or mesh...

I believe the docs had additional information on how to setup multiple piece objects such that they're made up and constructed from multiple physical bodies - for that it appears you'll still need Max for that...or the patience to place a bunch of PhysicsShape objects without knocking down the house of cards...

If you look at:
http://docs.garagegames.com/torque-3d/official/index.html?content/documentation/Artist%20Guide/Max%20PhysX%20Guide/MaxPhysXGuide1.html

You'll see reference to a "physXStream" in the datablock - THAT is what's generated by the Max physx plugin.

It's also worth nothing that this way of setting up physical objects is being deprecated in exchange for the more standard (specified per the guide Michael linked) PhysicsShape objects. These can be made in just about any modeler, but you cannot (to my understanding) setup the complex inter-relations of multiple objects (joints, etc)

At least...I think :P
Anyone wanna correct me here?