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Further refinement of physics shapes


Josh

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I added more options in the model editor for single convex hulls, polymesh, and no collision. Also changed the physics render mode to wireframe so it's easier to see the physics and visual geometry together:

 

blogentry-1-0-40348400-1427043843_thumb.jpg

 

This makes it easier than ever to enable collision on a model, and it works better with the navmesh system:

 

blogentry-1-0-45712100-1427043850_thumb.jpg

 

A new "shrink wrap" method has been added to generate low-poly convex hulls.

 

Exact convex hull:

blogentry-1-0-94958600-1427057349_thumb.jpg

 

Shrink wrap method:

blogentry-1-0-94052400-1427057357_thumb.jpg

 

This really saves a huge amount of time. Previously collision geometry was our limiting step in getting models into the engine. For the Christmas props I had to model many of the collisions by hand, but now they can be created ina few seconds. This also does away with the need for prefabs 90% of the time:

 

blogentry-1-0-99370600-1427060176_thumb.jpg

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Why not proposing :

- "Character"

Each character we import the physics will be Character most of the time.

 

- Hit box physics

HitBox are something to use for FPS games , making possible to attach Hitboxes to bones and adjust them could be a good addition also.

 

Anyway, this wireframe mode is great.

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This also does away with the need for prefabs 90% of the time

 

What!? No way, prefabs are mega useful :) Shrink wrap looks great.

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I always liked wireframes for physics used by LE2. Is the feature/option also back in the scene editor an ingame ?

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