Game Development Community

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?

#1
06/27/2009 (4:14 pm)
A Maya section will be added soon as well, but I am unable to find any information about a PhysX plug-in for Blender.
#2
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
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
06/28/2009 (3:13 am)
This resource Scythe Physics Editor can help to build a tool. Link for Scythe Physics Editor on sourceforge.net

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
#5
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?