Using 3ds max and the wall-worm plugin, my physics mesh for my wheel goes from a 20 sided cylinder in the editor, to some lop sided piece of crap in-game. Does anyone know how to combat this?
Screenshots:
In 3ds max
[URL=http://imageshack.us/photo/my-images/847/75965801.png/][IMG]http://img847.imageshack.us/img847/9080/75965801.th.png[/IMG][/URL]
In game
[URL=http://imageshack.us/photo/my-images/339/cm1w.png/][IMG]http://img339.imageshack.us/img339/9021/cm1w.th.png[/IMG][/URL]
What I want
[URL=http://imageshack.us/photo/my-images/864/cm2f.png/][IMG]http://img864.imageshack.us/img864/1905/cm2f.th.png[/IMG][/URL]
As far as I remember phys models need to be very primitive and feature as few planes as possible. I believe the idea is to just form a very rough outline of the object.
I'm fairly certain in the past i've compiled meshes without a phys model and the compiler substitues its own (usually very shabby), so an uneducated guess might lead me to believe the phys model might not have been completed correctly.
[QUOTE=ErgALT;29892946]As far as I remember phys models need to be very primitive and feature as few planes as possible. I believe the idea is to just form a very rough outline of the object.
I'm fairly certain in the past i've compiled meshes without a phys model and the compiler substitues its own (usually very shabby), so an uneducated guess might lead me to believe the phys model might not have been completed correctly.[/QUOTE]
Well, wtf, I have no clue what I could be doing wrong. I tested on a simple pyramid model and used the same cylinder as the physics mesh for it, came out perfect in the game. Followed the same exact steps with my tire, and its all lopsided again...
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