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Run time backwards? Or export spline from PhysX?

PostPosted: Friday, 25.April 2014, 19:09
by broink
Hi again!

I was thinking, is it possible to run time backwards?

Basicly what I want to do is have something pre-exploded and a scene where it is repaired / drawn together. I was thinking something along the lines of just making an animation-script in the PhysX operator with
Code: Select all
time = 1-time;

but it has no effect.

One way to do it would be if I could export the "explosion-path" as a spline, save it for each part and then run the spline backwards. If it is possible somehow to get the spline.

The last attempt would of course be to calculate 26 individual splines, but that is just... unelegant?

Re: Run time backwards? Or export spline from PhysX?

PostPosted: Friday, 25.April 2014, 22:23
by Skinnytorus
Hi.
Wz4CE can't bake physX animation yet. Maybe ikam will implement that some day...

Re: Run time backwards? Or export spline from PhysX?

PostPosted: Friday, 25.April 2014, 22:52
by Skinnytorus
A no brainer, but it might work for you ;)

Re: Run time backwards? Or export spline from PhysX?

PostPosted: Friday, 25.April 2014, 23:26
by ikam
Yes, as Skinnytorus said, physics backward simulation is not possible (not supported by Physx library).
To do that, a solution would be to record the physics simulation and create a player operator to replay it with cool options like backwards, speed control, etc... but sorry not planed for now.

Re: Run time backwards? Or export spline from PhysX?

PostPosted: Saturday, 26.April 2014, 00:51
by broink
Thanks skinnytorus! This will definetly satisfy my needs =)

Re: Run time backwards? Or export spline from PhysX?

PostPosted: Saturday, 26.April 2014, 07:30
by Skinnytorus
You're welcome, broink. Glad I could help. :)