Physx within models - The Noble Cutlass
by Cosmas Atha · in Game Design and Creative Issues · 01/04/2010 (2:46 am) · 0 replies
Before I make my jump to T3D from TGEA I'm creating a list of design problems I need to solve for the creation of a modestly high detail simulated recreation of the Venezuelan ship the Simon Bolivar
I will want to render these capabilities:
- Textured ropes for the mast and sails (LOTS OF EM)
- Sails (Physx cloth I imagine)
- Lower decks (Some sort of complex series of collision meshes)
- Breakable pieces (more physx collision parts)
...while all the while being able to make the ship player controllable. I've never made a physics based model yet, so I don't fully understand the workflow. So my questions are:
1. Will I be exporting things like the rope/sails from the mesh in Maya? (Using Physx plugin) Or will they be attachments I add later via the shape editor?
2. Is there a better way to get this level of interactivity with the ship? Or is T3D technologically not there yet?
I will want to render these capabilities:
- Textured ropes for the mast and sails (LOTS OF EM)
- Sails (Physx cloth I imagine)
- Lower decks (Some sort of complex series of collision meshes)
- Breakable pieces (more physx collision parts)
...while all the while being able to make the ship player controllable. I've never made a physics based model yet, so I don't fully understand the workflow. So my questions are:
1. Will I be exporting things like the rope/sails from the mesh in Maya? (Using Physx plugin) Or will they be attachments I add later via the shape editor?
2. Is there a better way to get this level of interactivity with the ship? Or is T3D technologically not there yet?