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Author Topic: How to set up collision/physics... (1 messages, Page 1 of 1)
Moderators: Dennis

Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: Feb 19, 2012 03:53 PM    Msg. 1 of 1       
Hello chaps, trying to set up a new vehicle for the first time (well, not really new, more like a variant on the scorpion) but I am completely bemused by the physics and collision. I understand the basics of the collision model, but how do you set up different materials? As the tracks are rubber and suchlike. Do I need to include the tracks in this? What sort of polycount should I be aiming for? (Or is it more about how 'simple' the shape is?)

I was originally hoping to just adjust the existing collision, however I did not realise you couldn't extract the geometry of the collision model.

And then, how does the physics fit into all this? None of the tutorials I have looked through cover it. I've got a couple more to browse through but it's not looking hopeful. Not sure I need to change this at all for what I am doing but if it's all part of the collision model then I will have to, I suppose...

I understand little parts of it in isolation, but not as a whole, which is proving to be a problem.

Any help in the form of direction to a good tut or an explanation would be much appreciated!

 

 
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