PhysX specfic
* Purpose: Creating SoftBodies
example:
* skeletal mesh > Soft Body collision; > export = xml file
^^ uploaded for educational purposes only
- having difficulty exporting SoftBodies made with PhysX SDK 2.8.1
- Softbodies are created wit at least 1 bone, thus they can be exported as skeletal mesh [in this case: collada -dae]
- i followed all available documentation and then realized there is a nasty chunk of code [understatement/ the code is huge] needed - at least i think there is.
- problem
* nothing happens when i click export. [NX..Stream]
- i don't understand the source code or how to run PhysX scripts listed in the documentation.[source available]
- the debugger will not even recognize the provided source code
- so this is a tough one.
** i found this ** - but don't know how to run the script
http://code.google.com/p/physx2obj/s...?spec=svn2&r=2
** i have many files that have 'exported' but UT3 responds in a few waysCode:#ifndef PHYSX2OBJ_H #define PHYSX2OBJ_H // This code snippet will take the contents of a PhysX SDK scene and save them either // as a single large Wavefront OBJ file in world space or as a series of wavefront OBJ // files in Object space with a response file containing the instantiation data for // individual data assets. // // Works with the PhysX SDK 2.8.1 and PhysX 2.8.3 // // Written by John W. Ratcliff on January 25, 2010 // // This is useful for getting a 'game level' exported for testing in other applications. // // Note, that this does not handle primitive data types like boxes, spheres, and capsules. // It only exports triangle meshes and convex hulls. class NxScene; // scene : The PhysX SDK scene to export to the Wavefront OBj file(s) // fname : The base file name to save the scene as (does not include the extension of .obj) that will be appended. // worldSpace : Whether to save the as a single large wavefront OBJ in wordspace or as a series of wavefront OBJ files. int exportPhysX2Obj(NxScene *scene,const char *fname,bool worldSpace); #endif
1. output as Nxu Stream fails to recognize the data;
2. ut3 imports fail as skeletal and only work as mesh.
3. physX outputs an XML file?
examples of output files i have managed to make ...include:
dae, ase, xml
* once these ^^ files are imported into 3ds max - they definitely recognize some form of physics; that the mesh has been changed;
- but upon exporting again from 3dsmax they revert back to there original [non-physX] form.
confused? - yeh me to.
- Basically its possible to make a SoftBody [barrel for example].
- however it needs both "dynamics" and "copy surface"
- unfortunately each one works in opposition to the other; and as a result whichever 1 you press; the other gets reset to null.
wtf?
rigid body example/ With "copy surface"
Soft Body example/ With "dynamics"
^ i need both of these to occur simultaneously; not the effects/ just the soft body reaction and the wood/ surface
- its a long shot asking for help here - i know, but hopefully someone has some form of input- even a wild guess!!
* i cannot contact physX support [sadly the physX community is closed to "gamers"]
- and unfortunately access + license to the newest SDK [for UDK] doesnt help me either.
[i know coz i have it]





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