psygnosys Posted November 23, 2016 Share Posted November 23, 2016 Hi everyone,can anyone give me a hand? I'm doing some port models, and my crane is getting very heavy physics. I've tried another but none of my taste, can anyone give me a hint ?? I've already used "PolyHedron" "ConvexHull" and "Convex Decomposition" but the best is "PolyMesh" but it gets very heavy! Thank you, follow an image of the model in the engine! Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted November 23, 2016 Share Posted November 23, 2016 From the documentation: http://www.leadwerks.com/werkspace/page/tutorials/_/models-and-animation-r8 Modeling Shapes Sometimes we need finer control over physics shapes. Fortunately, it's easy to build shapes into a model and have them load automatically in Leadwerks. To do this, just add a limb in your modeling program and set the name to "collisionhull". This limb will be turned into a physics shape when the model is loaded. If you want to build a polygonal mesh collision shape, just create a limb in the model named "collisionmesh". Remember, a poly mesh collision shape does not react to physics forces, so this is good for making a low-poly collision shape for a building or other large stationary object. You can also use multiple objects in the model file to build a compound shape made of multiple pieces. If you are making a compound collision shape, it is perfectly okay to name the separate limbs "collisionhull01", "collisionhull02", etc., since Leadwerks just considers the first part of the name. 1 Quote Link to comment Share on other sites More sharing options...
psygnosys Posted November 24, 2016 Author Share Posted November 24, 2016 Oh cool, I'll do it this way, any doubt I'll be back. Thank you for your help, Quote Link to comment Share on other sites More sharing options...
Josh Posted November 24, 2016 Share Posted November 24, 2016 For that kind of model, a hand-made physics model is the best, but that is quite a lot of work. Keep in mind that it must be made of separate convex pieces. Are you actually getting slow performance with the physics shape above, or are you just concerned about the complexity of it? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
psygnosys Posted November 24, 2016 Author Share Posted November 24, 2016 Dear Josh, I'm doing physics on the same hand in my 3d program, I did some testing here and when I add the physics system in the model above, it takes a lot to run a preview in the engine, I think all models have to be light otherwise the user will not go Able to set up a scenario. Quote Link to comment Share on other sites More sharing options...
psygnosys Posted November 24, 2016 Author Share Posted November 24, 2016 AggrorJorn, I got the template I created a mesh with the name "collisionmesh" I exported as ".FBX" and the result follows in the screens below. What am I doing wrong?? Thank you if anyone can help me! https://www.dropbox.com/s/3he9e91cma39u9z/01.jpg?dl=0 https://www.dropbox.com/s/plrcfvexxqcyjcj/02.jpg?dl=0 https://www.dropbox.com/s/p4y6041oqvi1ea7/03.jpg?dl=0 Quote Link to comment Share on other sites More sharing options...
macklebee Posted November 24, 2016 Share Posted November 24, 2016 Looks like maybe you need to reset the transforms on the collisionmesh/crane mesh prior to exporting? Even if that fixes it, that still seems to be a fairly detailed physics mesh for something thats going to be static. Seems like the better solution would to just make simple block primitives. Maybe even just create simple 'caulk' textured box primitives in LE as the physic shapes and create a prefab? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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