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Post by ariablutron98 on Jun 19, 2016 10:10:30 GMT
Hey everyone so I have made a city for a game im making and when i put it into a ridged body it was too small and the renders were screwed up. Skinmesh on tbe other hand was perfect. So basicly what il have to do is make the skinmesh solid. Is there a way? Or a code? Thanks guys!
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Post by Famer on Jun 19, 2016 10:40:31 GMT
I don't think that rigidbody will be small. Both skinmesh and rigidbody will be of the same size. It does like this all the time to me...
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Post by WhyNot on Jun 19, 2016 11:22:40 GMT
you can't get physics or collision on a skinmesh
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Post by F1Andre on Jun 19, 2016 11:48:45 GMT
It wont be possible, unless you have some mad coding skills. A rigidbody is basically just a normal skinmesh with boundary points which will tell other objects that if their boundary points and the currents objects boundary points intersect, they must form a type of collision that will be calculated by the rest of the physics engine.
So to answer your question: Yes you can make a skinmesh solid via coding, but in the end you will just be making another physics engine. So if you have scaling problems when rigidbodies are being exported (which I doubt will happen), just try to rescale them accordingly to fit your skinmesh.
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Post by TinSoldier on Jun 19, 2016 20:25:36 GMT
Expanded answer why you can't do this easily -- Both skinmesh and rigidbody can - - have different models used for each piece as needed
- have their shadow models deleted if not required without causing errors
A skinmesh has 3 model pieces - the visual ( a polygon based model )
- the collision model ( also a polygon based model )
- the shadow model ( also a polygon model )
A rigidbody has 4 pieces - - the visual ( a polygon model )
- the collision model ( a box and sphere only model )
- the mass model ( used to determine weight distribution for accurate physics as needed )
- the shadow model ( a polygon based model )
The visual polygon model could be copy & pasted ( overwrite ) between the skinmesh and rigidbody folders and shouldn't cause any errors in 3drad.
That said, the rigidbody requires 2 special models, being the collision and mass models, which by design probably are different then the visual polygon based models.
If your model contains ONLY solid hull box's and spheres ( the type used for collisions ) then yes, you can copy & paste the X files between a skinmesh and a rigidbody, but be sure to also overwrite the rigidbody's collision and the mass model files too,... but again, this would ONLY work if your skinmesh model is designed as a rigidbody model would have been, with only box's and spheres.
In most case's as mentioned by F1Andre and Yumish R. Niroula , probably 99% of the time, you wont be able to easily convert a skinmesh to a rigidbody without editing in a 3D modeling program first.
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Post by Karvy on Jun 20, 2016 5:34:12 GMT
You can't unless you use script scanners to simulate collision (I don't recommend this)...
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