Complex physx

Complex physx

Shanii2
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Message 1 of 39

Complex physx

Shanii2
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hi, i wanted to know. whether or not the physics actor supports the scaleble transforms and animations, specifically for keyframed actor, mesh or geometric shape. I know that kinematic physx actors inherits the transforms from animations, but what if the animation have scaling, time e.g a sphere repidly scaled out from 1metres to 5 metres, does the physics actors inherits such transforms or not. Because i think its very important aespect for some complex situations.

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Message 2 of 39

paul.kind
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Hey,

 

So you can animate them, but we do not support scaling at the moment.

 

Paul

 

Areas of Expertise - MayaLT : Mudbox : 3DS Max : Inventor : Game Dev
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Message 3 of 39

Shanii2
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Well so will, it be available for next future release i think its quite important expect based on physx simulation, like mover's radius can dynamically be changed so, will there be such transforms for normal phsics actors Thanks 🙂

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Message 4 of 39

paul.kind
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This is a limitation of PhysX and unfortunately is out of our hands as far as I know.  I will look into it, but pretty sure, that this is a limitation not of Stingray, but of PhysX.

Areas of Expertise - MayaLT : Mudbox : 3DS Max : Inventor : Game Dev
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Message 5 of 39

Shanii2
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Ok can You relate any other workflow for similar results, by taking above example i gave in account 🙂

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Message 6 of 39

paul.kind
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Im not sure, you gave a rather generalized question on scaling.  I agree, the limitation can be a bugger.  But, you could do lots of things to combat the problem depending on the situation.  For example, you could import 2 different "collision" actors that are keyframed along with your mesh.  Then swap them accordingly.  It would not give a smooth representation of something scaling over time, but would give you a "big" and a "small" version to work with.  Of course you could do this with countless itterations so it becomes smoother, but yea, unless i had a specific example of what you want to do, i would have a hard time thinking of a specific workaround.

 

Areas of Expertise - MayaLT : Mudbox : 3DS Max : Inventor : Game Dev
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Message 7 of 39

Shanii2
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Ok consider, i need to attach physx for explosions, alright. 🙂 I think of when bomb planted there is a small invisible mesh with physx actor on it, and when explosions VFX played, i previously assumed to scale up the mesh along with its kinematic actor, so that during explosion the scaling of physx actor would push and wake the required physics actors around LIke BOOM, :). Again this is an example which i also need to implement but, need scaling transfroms physx need in many other types of situations Thanks

 

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Message 8 of 39

dan.matlack
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Hi, for something like this in normal gameplay, you would not scale up an actor but rather apply a force on any actors around your explosion with an impulse. You bomb goes off, send out an impulse to effect all actors within the radius you designate.

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Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
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Message 9 of 39

Shanii2
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Oh Gosh thanks, but do have any workflow or tutorial on doing or simple flow structure for its implementation. Thanks 🙂

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Message 10 of 39

paul.kind
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I will look into it over this weekend and try to give you an example on monday.

 

Paul

 

Areas of Expertise - MayaLT : Mudbox : 3DS Max : Inventor : Game Dev
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Message 11 of 39

Shanii2
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Ok make it so like explained by Dan above, Like a way to attach physics querries with particles to effect the physx actors. Thanks 🙂

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Message 12 of 39

Shanii2
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Hi again so well how can use queries of physics using particles, as dan mentioned 🙂

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Message 13 of 39

Shanii2
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Hey can anyone tell me that is there a way to add impulse or push force to kinematic actors, without having to convert them to dynamic, 🙂

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Message 14 of 39

dan.matlack
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@Shanii2 No. Set your unit to be dynamic as a default. Then on spawn, set it to kinematic. When you want a force to effect it, make it dynamic, then apply the force.

 

This video will show an example.

 

______________________________________
Dan Matlack
Senior Content Manager || Games Solutions
Autodesk, Inc.
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Message 15 of 39

Shanii2
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Thanks, and 1 more question how to add collisions to particles effects so as to effect the other type of physx actors 🙂

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Message 16 of 39

paulkind
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Particle Effects can be set up to collide with actors.

 

In your particle effect, simply add Collision Query and Collision Result to make them interact.  In the query, you will want to ensure you set Querries Per Frame higher if you fail to see them interact.  In the Collision Result, you can adjust how they will react.

Areas of Expertise - MayaLT : Mudbox : 3DS Max : Inventor : Game Dev
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PLEASE do not send me private messages unless asked to do so. If you have a question, start a thread, and ask me on the public forums where answering your question may help others.

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Message 17 of 39

paulkind
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Please note however particles have no effect on things.  They will only bounce themselves off of other objects.  They will not push, adjust or otherwise effect the actors they hit.

Areas of Expertise - MayaLT : Mudbox : 3DS Max : Inventor : Game Dev
Follow me on Twitter : @paulkind3d

Please remember to give kudos freely and mark acceptable answers as solved!

PLEASE do not send me private messages unless asked to do so. If you have a question, start a thread, and ask me on the public forums where answering your question may help others.

Did you know there was a YouTube learning channel for Autodesk Games? New videos are posted regularly with all sorts of content relative to Stingray, Maya/MayaLT, 3DS Max, and other game related tools. Get your game on @ https://www.youtube.com/user/autodeskgameshowtos
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Message 18 of 39

Shanii2
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So i need to use proxy mesh to deliver the physx for particle effects, How would it be more effective, i.e using particle effect on when spawning the proxy unit X , or spawn the Proxy unit X on the location of particle effect taking place.

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Message 19 of 39

paulkind
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Maybe i wasnt clear or misundertand your followup question.  you can have the particle effect interact with the actors in your scene, but the actors in your scene will not be affectd by the particles.  So the particles can appear realistic but they wont push the object in your scene around, for that you would need to move them by other means.  push actor node, add impulse node etc.  In either case the particle effect is only a visual effect.  

 

Paul

 

Areas of Expertise - MayaLT : Mudbox : 3DS Max : Inventor : Game Dev
Follow me on Twitter : @paulkind3d

Please remember to give kudos freely and mark acceptable answers as solved!

PLEASE do not send me private messages unless asked to do so. If you have a question, start a thread, and ask me on the public forums where answering your question may help others.

Did you know there was a YouTube learning channel for Autodesk Games? New videos are posted regularly with all sorts of content relative to Stingray, Maya/MayaLT, 3DS Max, and other game related tools. Get your game on @ https://www.youtube.com/user/autodeskgameshowtos
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Message 20 of 39

Shanii2
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Yes but i do need to have dynamics with the particle effects, so for that i would require to use the Proxy meshes that would act as Invisible actors, for the particle effect, example An energy ball VFX, i could attach to a sphere and hide the mesh and use its physx actors. But My previous question was, how would it be more effective, should i attach particle effects to  meshes, or dynamicaly spawn the mesh at the location where particle effect is taking place, Thanks 🙂

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