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Cell Fractured and Leadwerks physics problem


tumira
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I tried one of my model that I'm using cell fractured in blender and export it to Leadwerks. I tried to

1)set physics to convex

2)set mass to 1 or maybe even 5 or more

3)Physics type to rigidbody and prop (even tried debris)

4)Swept collision to on or even off

 

All I get is, leadwerks hanged for few seconds and then exit back to the editor. The attached fbx is quite large in leadwerks, need to scale it down to 0.1%


In unity I just need to add Mesh Collider and set it to convex, and also add rigidbody and It just works.

Did I do something wrong ? Or leadwerks does not support this ?

 

clay inside.jpg

clay outside.jpg

Cracked Pottery.fbx

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@Thirsty Panther

Thank you for your reply. I don't have any problem importing assets and materials into leadwerks. My problem is the physics settings. The pottery model or asset is actually consists of multiple pieces that should crumbled or emulate that it is destroyed when it is spawned or loaded into the scene. I have two models of the same pottery. One is normal and another is when it is destroyed or cracked.

For example I want the ability to shoot the normal pottery model and after it is hit by bullets, I want to switched or spawn the cracked one and it should shows the pieces on the ground or something.

Here is how it is on Unity.

 

 

 

Before run in Unity.png

AFter run in Unity.png

Leadwerks Pottery Settings.png

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Oh, ok. You will need to make each piece its own model. 

Josh discusses it in this thread.

I have a look later, I sure someone made a Blog post showing a column  

Still cant find the Blog post I'm thinking of but found this thread.

The castle demo mentioned in it is available in the Leadwerks archive

https://drive.google.com/drive/folders/0BxLsUYPSspxcfjYyOXpVNi1fQmF4bVlQeXQxeC1haXlONEJsR085LXdELXdvcmZ0NUpoUDQ

Its very old and will almost certainly not work without some modification but it should help.  

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