Pastaspace Posted April 6, 2014 Share Posted April 6, 2014 Recently upgraded to 3.1 from 2.5, and we brought a lot of models over. The problem is, their old 2.5 .phy files don't load in the 3.1 engine, and I can't find any documentation on making or generating .phy file models. Anyone able to help? Quote Link to comment Share on other sites More sharing options...
cassius Posted April 6, 2014 Share Posted April 6, 2014 If you right click on the model in the asset browser an option to create a shape file (phy) comes up. At least it does in 3.0. ie Generate shape. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Pastaspace Posted April 6, 2014 Author Share Posted April 6, 2014 Ahhh, I see it. Good to know, thank you! Quote Link to comment Share on other sites More sharing options...
Pastaspace Posted April 6, 2014 Author Share Posted April 6, 2014 Now, if I wanted to turn a pre-existing mesh of mine (say an .obj) file to a .phy file for 3.1, how would I do this? Quote Link to comment Share on other sites More sharing options...
YouGroove Posted April 6, 2014 Share Posted April 6, 2014 Not possible. I asked such possibility to make simplified collision meshes for complex high poly models, but nothing ... Quote Stop toying and make games Link to comment Share on other sites More sharing options...
digman Posted April 6, 2014 Share Posted April 6, 2014 EDIT: The information below is incorrect. YouGroove was so kind and made a quick tutorial here in his relpy post. I been studying this myself, If appears that you need the source SDK using the Phygen tool to create a collision object based off your model. A ply file is automatically created upon import for you when using the SDK version but the Phygen Tool can give you more control. In the 3.1 standard version when you right click on a imported model or an included model under the scene tab "save as shape" is greyed out. Only non - compound rectanguluar shape brushes can be saved as a phy file. I am very new to using the Standard 3.1 version so if I am incorrect please correct my information... http://www.leadwerks.com/werkspace/page/Documentation/le2/_/user-guide/models2/phy-files-r501 Quote Link to comment Share on other sites More sharing options...
cassius Posted April 6, 2014 Share Posted April 6, 2014 That link is for le2. I don't understand. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
digman Posted April 6, 2014 Share Posted April 6, 2014 That link is for le2. I don't understand. That is the only general SDK available information I found so far but I am new and just slowly working my way around but trying to find information before I post here. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted April 6, 2014 Share Posted April 6, 2014 LE3 would seriously need shader/animations/collisions documentation for new comers. ----------------------------------------- @ Digman : I made a tutorial just for you and physics. 1) select imported FBX model in LE3 : right click : Generate Shape -> Polymesh 2) Save collision mesh somehwere 3 ) Drag your original model in the 3D scene 4) in scene tabe, on physic slot "Shape File", open and choose your saved polymesh You can verify it worked by displaying physics. My wish , was to be able to import any obj file when clicking on "Shape File", this way we could create our own collision models instead of using complex generated ones for high poly static models. 2 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
cassius Posted April 6, 2014 Share Posted April 6, 2014 As far as I know the le2 tools will not work with 3.1. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
digman Posted April 6, 2014 Share Posted April 6, 2014 @YouGroove... Thanks a million. That is where it is hiding under the assets folder revelled by right clicking on the fbx model... Quote Link to comment Share on other sites More sharing options...
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