Max 9 & PhysX issue...
by Andres Bordeu · in Artist Corner · 07/24/2009 (9:09 am) · 3 replies
Hi there. I'm trying to create my own physics models with PhysX and Max9, but I can't get my models to load in the World Editor.
I'm following the steps from the official documentation:
http://docs.garagegames.com/torque-3d/official/
(3DS Max PhysX Guides)
I think my problem may be related to Max9. I tried exporting with the Nvidia plugin and with the modified sourceforge project plugin, but they both failed. I can't utilize the modified versions because the download links are broken, and anyways, those are for Max 2008 & 2009.
I'm trying to create a very simple model: a physical sphere. It doesn't have any joints and it is composed by a single collision primitive.
Additional info:
I've browsed through my PhysX model files, and I noticed a 'nxb' file is created when Torque attempts to load the model in the World Editor. My file has considerably less data than other sample files I've checked, so there has to be something wrong with my export I assume...
Any ideas?
I'm following the steps from the official documentation:
http://docs.garagegames.com/torque-3d/official/
(3DS Max PhysX Guides)
I think my problem may be related to Max9. I tried exporting with the Nvidia plugin and with the modified sourceforge project plugin, but they both failed. I can't utilize the modified versions because the download links are broken, and anyways, those are for Max 2008 & 2009.
I'm trying to create a very simple model: a physical sphere. It doesn't have any joints and it is composed by a single collision primitive.
Additional info:
I've browsed through my PhysX model files, and I noticed a 'nxb' file is created when Torque attempts to load the model in the World Editor. My file has considerably less data than other sample files I've checked, so there has to be something wrong with my export I assume...
Any ideas?
#2
Is that naming convention mentioned in the docs and/or does it need to be emphasized more?
07/27/2009 (9:33 am)
It is a rather detailed process with lots of seemingly minor things that can botch to entire process... Still, I'm glad at least one person other than us at the Sickhead office was able to get it working. Is that naming convention mentioned in the docs and/or does it need to be emphasized more?
#3
I still have a lot to learn about PhysX. I had to open the models with Notepad++ and edit the code to get proper export results. If I have any more issues I'll discuss them in this thread.
07/27/2009 (11:49 am)
The naming convention isn't directly specified in the docs. The documentation seems to be a bit outdated since the examples show how to do the process with DTS models, but all the Torque 3D samples included with latest release are working with Collada. I guess I missed the name convention because since I am not using DTS the file structure graphs seemed obsolete. I still have a lot to learn about PhysX. I had to open the models with Notepad++ and edit the code to get proper export results. If I have any more issues I'll discuss them in this thread.
Andres Bordeu
I was giving my collision model an arbitrary name, that's why it wasn't working. The xml export (your PhysX collision model) HAS to be named modelname_pxactor. 'modelname' should not be followed by a number.