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3DSMax Expout Physx I need help2

by Szzg007 · in Artist Corner · 11/10/2009 (10:44 pm) · 11 replies

This is my Max2009 file:
www.warindark.com/TestPhysxMaxfiles/physxtest.rar

I has Tay again*N.....Can't expout in T3d...Crazy..
Please help me..
How do I set up the correct model? Or who can help me fix this model?
I just started learning the output Physx model.

#1
11/10/2009 (11:34 pm)
Still looking, but the console gives this:

PxMultiActor::_createActors() - Orphan NxActor - 'BOX2a_pxactor'!

So there is likely a naming problem.
#2
11/10/2009 (11:42 pm)
I'm having trouble figuring out which Max file you are using. But here are a few problems I've found:

First of all, you are appending your actors with "_paxactor". It should be "_pxactor". You have an extra "a" in there.

Secondly, you have mis-spelled the name of your base00 node.

Also, you have to make sure that every PhysX actor has a correctly named mesh counterpart. Again, I'm not sure which Max file you are using, so I can't really continue to diagnose until you can tell me which mesh you are attempting to use, and which physx actors you are attempting to use.
#3
11/10/2009 (11:44 pm)
I want to do 2 BOX, can be freely attacked sports scene. They can produce physical interaction with each other.

VERY THANKS MASTER Russell...T to try again...
#4
11/10/2009 (11:46 pm)
  1. What is the name of the PhysX actors you are trying to use?
  2. What is the name of the mesh you are trying to see?
  3. If you are using more than one PhysX actor, are you using a joint?
#5
11/10/2009 (11:58 pm)
What is the name of the PhysX actors you are trying to use?
Box1a_paxactor and Box2a_paxactor is of the PhysX

What is the name of the mesh you are trying to see?
Box1a and Box0a is can see

If you are using more than one PhysX actor, are you using a joint?
No use a joint...

=============================
Sorry, I just found out that mistake I uploaded the file test1.max

please download again....
#6
11/11/2009 (12:03 am)
OK, looks better. Have you tried the new files in T3D?
#7
11/11/2009 (12:04 am)
YES....I get that....

Thanks MASTER Russall....
#8
11/11/2009 (12:08 am)
YES!!!YES!!! I do make is successful...
Thanks MASTER Russall.... Thanks MASTER Russall.... Thanks MASTER Russall....
#9
11/11/2009 (1:48 am)
OK。。
#10
11/11/2009 (7:02 pm)
@Szzg007: Did you get this figured out?
#11
11/11/2009 (9:24 pm)
maybe....

just adder PXjoint to Kinematic RigidBody and Dynamic RigidBody is position inaccuracy......