Blender and physX
by John Bura · in Torque 3D Professional · 06/27/2009 (4:09 pm) · 5 replies
Hello,
I saw that there was a section on 3DS and PhysX. Is there anyway to do the same in blender? Is there the same kind of utility for blender?
I saw that there was a section on 3DS and PhysX. Is there anyway to do the same in blender? Is there the same kind of utility for blender?
#2
Is it possible to build the models in Blender then add the physx properties in torque?
06/27/2009 (4:19 pm)
Yeah I can't seem to find one either. Is it possible to build the models in Blender then add the physx properties in torque?
#3
Right now all the examples use XML collections, and I believe save them as cooked binary (for faster loader).
It is possible to create a scene, add actors, shapes, constraints, joints via the API. Then you could save this collection out for future use.
If someone was really feeling ambitious this would be a great extension of the shape editor.
Though a simpler way would be to load the COLLADA physics properties, tweaking them, and saving those out.
Though none of this currently exists. You can find the save/load info under the Serialization section of the PhysX SDK help docs.
06/27/2009 (4:33 pm)
There is no plugin for Blender to my knowledge.Right now all the examples use XML collections, and I believe save them as cooked binary (for faster loader).
It is possible to create a scene, add actors, shapes, constraints, joints via the API. Then you could save this collection out for future use.
If someone was really feeling ambitious this would be a great extension of the shape editor.
Though a simpler way would be to load the COLLADA physics properties, tweaking them, and saving those out.
Though none of this currently exists. You can find the save/load info under the Serialization section of the PhysX SDK help docs.
#4
By combining the power of open source PAL with open source Scythe Physics Editor developers and artists now have a powerful open source interchangeable physics editing system for creating in game physics assets.
PAL supports:
Ageia PhysX (a.k.a Novodex)
Bullet
JigLib
Newton
ODE
OpenTissue
Tokamak
TrueAxis
The Physics Abstraction Layer, the Scythe loader, the COLLADA loader and the PAL Benchmark are all available from the PAL website at: pal.sourceforge.net
06/28/2009 (3:13 am)
This resource Scythe Physics Editor can help to build a tool. Link for Scythe Physics Editor on sourceforge.netBy combining the power of open source PAL with open source Scythe Physics Editor developers and artists now have a powerful open source interchangeable physics editing system for creating in game physics assets.
PAL supports:
Ageia PhysX (a.k.a Novodex)
Bullet
JigLib
Newton
ODE
OpenTissue
Tokamak
TrueAxis
The Physics Abstraction Layer, the Scythe loader, the COLLADA loader and the PAL Benchmark are all available from the PAL website at: pal.sourceforge.net
#5
Is it possible to export the scythe and pal with the torque export?
06/28/2009 (7:06 am)
Doesn't blender also have a torque export. Is it possible to export the scythe and pal with the torque export?
Employee Michael Perry
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