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PhysX Pipeline using Maya and Torque?
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  • JPWestmas
  • Posted: 16 February 2010 05:45 AM
  • Total Posts: 12
  • Joined: 10 October 2006 01:54 PM

Hi there,

Could someone please briefly explain to me the pipeline for using characters with PhysX inside of Maya? I know this isn’t a maya or torque forum but I thought I would ask anyway since all I really want to know are the best methods of taking advantage of PhysX via 3D application plugins. I can’t find much regarding characters.

I know how to to use maya and create skinned DTS character animation and what physics engines do, but I need to know the pipeline and how the files are intended to work together. I don’t know this because I’ve never had to use a 3rd party physics engine before and I can’t find anything in the documentation regarding characters and PhysX. I’m a maya guy not a coder and the coders I work with aren’t 3D application people, So bear with me.

Some things I need to know:

-I would just like to know what the best usages of PhysX are so we can take the best advantage of it. I have seen the breakable object and cloth examples but what about characters.

- What is typical usage (Any examples?) for PhysX with skinned characters in torque, or is this completely experimental with Torque? For example, should PhysX be used any time a character is hit by another character via rigid bodies? Or are rigid body ragdolls only used for when the character is falling or colliding with a surface plane?

- Is a PhysX ragdoll needed to be applied to the character in order for a character to hit and/or break another physX object or is there an easier way to do this?

- Is the PhysX data transferred to the DTS files some way or is the PhysX data exported differently?



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