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Dark Physics & Dark A.I. & Dark Dynamix / Creating static physics geometry from instanced objects

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monotonic
18
Years of Service
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Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 26th Apr 2007 16:11 Edited at: 26th Apr 2007 16:13
Can this be done?

I have tried and the program just crashes, with no description of any kind.

I have tried changing my code to clone the objects instead, and this works.

The answer seems obvious but can anybody in the know confirm this please???

Thanks.

EDIT: Just to clarify, these are the commands I have used to create the geometry:

phy make static rigid body convex
phy make static rigid body mesh


I know the voices aren't real, but they have good ideas!
vorconan
17
Years of Service
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Joined: 4th Nov 2006
Location: Wales
Posted: 29th Apr 2007 01:44
Are you creating the static physics geometry before you instance it?
monotonic
18
Years of Service
User Offline
Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 1st May 2007 12:16
@vorconan

Yeah, like I say I don't think its possible????


Although, if this is the case then it is not very efficient. I need it for my trees, I wanted to load one tree, instance it, then add collisions. To do this I have to use clone object.

I know the voices aren't real, but they have good ideas!
david w
18
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Joined: 18th Dec 2005
Location: U.S.A. Michigan
Posted: 2nd May 2007 00:16
you could just use one object, position it, apply physics, position it, apply physics, then instance.....
monotonic
18
Years of Service
User Offline
Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 3rd May 2007 11:35 Edited at: 3rd May 2007 11:38
I'm not 100% sure about this, and I'm not at my machine with DBP on, but I don't think you can create multiple physics geometry with one graphics object?

Although, it is a good idea. I could use a low poly collision object and clone this and exclude it from the render.

I know the voices aren't real, but they have good ideas!

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