As far as I can tell: Collision appears to be arbitrarily defined by an algorithm in PhysX lab... adjustment isn't possible in the Lab, in UDK or a modelling application, like 3ds Max or Maya.
PhysX Lab doesn't seem to recognise a mesh with UCX_ collision from 3Ds Max right now: the Lab generates its own collision, using DOP and shrink wrapping. Furthermore, the collision can't be redefined in UDK.
I'm puzzled, and hoping I'm wrong in saying the above, because it is so vital. Surely there is a way of defining (or redefining) the Lab's (imperfect) collision?
PhysX Lab doesn't seem to recognise a mesh with UCX_ collision from 3Ds Max right now: the Lab generates its own collision, using DOP and shrink wrapping. Furthermore, the collision can't be redefined in UDK.
I'm puzzled, and hoping I'm wrong in saying the above, because it is so vital. Surely there is a way of defining (or redefining) the Lab's (imperfect) collision?
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