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Creating Physics with blender / 3DS Max


Andy90
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  • Andy90 changed the title to Creating Physics with blender / 3DS Max

From the docs:

 

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.
hull.png
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.

 

 

 

 

My job is to make tools you love, with the features you want, and performance you can't live without.

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