Power cords, ropes and PhysX
by Scott Peal · in Torque 3D Professional · 06/26/2009 (1:09 pm) · 6 replies
Does anyone know if it is possible to use the PhysX cloth to model characteristics for power cords and ropes? Or is there another technic?
Basically looking to build a model of an electrical device. When we place the device into the world editor, we can pick up the cord's power plug and plug it into the wall. The cord would just lay however it falls.
Basically looking to build a model of an electrical device. When we place the device into the world editor, we can pick up the cord's power plug and plug it into the wall. The cord would just lay however it falls.
About the author
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#2
If not, maybe hooking up joints in a skinned cable to physics joints.
06/26/2009 (1:46 pm)
The cloth should be able to do this, I'm not sure about right now, since I hardly messed with it in beta 3, but it should.If not, maybe hooking up joints in a skinned cable to physics joints.
#3
06/26/2009 (2:30 pm)
@Manoel: Thanks, good pointers. I will try it out.
#4
Addendum:
Unfortunately after looking, there are not currently any T3D examples utilizing joints.
To answer your question: It could potentially be done with cloth that was attached to both points but I don't think it would turn visually very well due to the fact that most cloth is fairly 2d and lacks volume.
Is this involving game mechanics, such as pulling on the rope moves the attached object or is it merely aesthetics?
06/26/2009 (2:38 pm)
A rope should be able to be done with a series of distance joints, or 6D using linear limits. I haven't implemented this but that's where I would look first.Addendum:
Unfortunately after looking, there are not currently any T3D examples utilizing joints.
To answer your question: It could potentially be done with cloth that was attached to both points but I don't think it would turn visually very well due to the fact that most cloth is fairly 2d and lacks volume.
Is this involving game mechanics, such as pulling on the rope moves the attached object or is it merely aesthetics?
#5
Eh, that was kind of a dumb moment for me.
06/26/2009 (9:20 pm)
You could try giving it the properties of a cloth, but turn off the wind movement...Eh, that was kind of a dumb moment for me.
#6
You might find more ideas on how to simulate that sort of thing in the PhysX docs or on their forums.
06/27/2009 (1:28 am)
It all depends on what your doing with it, but in general using joints is more common i think.You might find more ideas on how to simulate that sort of thing in the PhysX docs or on their forums.
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
You just have to implement it into the technology