Visible Mesh collision "breaking" when scaling?

Level design, models, animations, physics, etc.
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Mitovo
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Joined: Sun Apr 12, 2015 5:46 pm
by Mitovo » Fri Jan 13, 2017 10:48 pm
JeffR wrote:Thanks for the details MiToVo.

I'll fire it up with PhysX and have a look. Most likely thing is when the object scale changes, that's not applied to the physics rep, so it never passes along to the physics sim.

I'll let you know what I find.


Sounds good! Thanks!
JeffR
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Steering Committee
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Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Mon Jan 16, 2017 7:52 pm
Looks like whatever issue you're running into with the scale not applying got fixed at some point in devhead. I spawned a static mesh, visible collision, and tested it in stock, bullet and physx3.3 and it worked in all 3 cases to scale the mesh and have collisions update appropriately.

Will need to eyeball the changes to the physics stuff to see what changes were in play there from 3.8.
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