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Re: new Physx

PostPosted: Tuesday, 22.July 2014, 07:19
by ikam
yea, I'm going to review this operators.

Re: new Physx

PostPosted: Tuesday, 22.July 2014, 08:47
by Skinnytorus
If I were you I would also think of some modes for particle renderers. For example,
1) Chunks renderer can't rotate particles around their travel path (instead it uses world axes for rotation).
2) Sprites can't be oriented along travel path at all...
3) Trails can't natively trace particles from their birth position (especially child particles).
Those are just classic motion graphics effects, and since we want wz4 to RULE THE GALAXY, we should show some respect to the canon. ;)

Re: new Physx

PostPosted: Tuesday, 22.July 2014, 15:10
by ikam
Added fromvertex and fromchunks build modes for rigidbody.

Re: new Physx

PostPosted: Tuesday, 22.July 2014, 16:29
by Skinnytorus
Great! Any test files to play with?

Re: new Physx

PostPosted: Tuesday, 22.July 2014, 17:52
by Skinnytorus
OK. I could cobble together a simple setup. The colliders are there, but when stacked with physx op below, the whole scene disappears. Why is that?

Re: new Physx

PostPosted: Tuesday, 22.July 2014, 18:36
by ikam
it's your transform yellow operator remove it, use rigidbody transform control instead to set initial pose.

Re: new Physx

PostPosted: Tuesday, 22.July 2014, 18:55
by Skinnytorus
OK. I see now. Thanks.
I noticed a weird thing: When you stop sim, click somewhere further in timeline (i.e. put the red bar ahead in time), next time you press F6, the sim runs very fast. Same thing happens if you press F5 to stop and then F5 to continue. IMO the sim should run at normal speed then...

Edit: Please, update wiki for RB operator. The first input accepts wz4render as well as wz4 mesh.

Re: new Physx

PostPosted: Tuesday, 22.July 2014, 20:02
by ikam
yes, I know for the sim time acceleration at restart, it's a problem with accumulated time for real time mode... I'm searching a solution.

Skinnytorus wrote:Edit: Please, update wiki for RB operator. The first input accepts wz4render as well as wz4 mesh.


wiki is auto generated from input type. This is a normal behavior that rigidbody can take wz4render (wz4mesh is compatible with that and extracted), because you can put here other things than meshes likes sprites, chunks or any other wz4render node operators, it's a new feature from the previous physx version ;)

Re: new Physx

PostPosted: Tuesday, 22.July 2014, 20:08
by ikam
ex

Re: new Physx

PostPosted: Tuesday, 22.July 2014, 20:40
by Skinnytorus
OK. I will continue tomorrow.

Re: new Physx

PostPosted: Wednesday, 23.July 2014, 10:20
by Skinnytorus
Please, check Plane primitive collider transforms. Size, Trans and Rot in Collider operator don't work for Plane primitive. In RB only rotation works...
Edit: The new RB modes work OK so far.

Re: new Physx

PostPosted: Wednesday, 23.July 2014, 15:55
by ikam
physx plane collider are infinite (it's not a grid with border limites as displayed), size and trans are just here as helper to preview the plane collider shape to resize or translate to visualize scene. Only rotation are used in collisions. rotation is broken ?

Re: new Physx

PostPosted: Wednesday, 23.July 2014, 16:23
by Skinnytorus
It's collider's rot.x that's broken. See for yourself.

Re: new Physx

PostPosted: Sunday, 27.July 2014, 07:54
by ikam
I'm adding joints. What's is good in this new version is that joints can be created in the op hierarchy (support multiplication).

but it's not easy to find a friendly user interface to specify connect rules between bodies. here a first attempt. If you have any idea to improve that.

Re: new Physx

PostPosted: Sunday, 27.July 2014, 11:28
by Skinnytorus
Yeah... I see you've fixed the timeline! That's fantastic. Great many thanks, man! :)
As for the joints, I like this approach. A couple of questions right off the bat:
1) how to control distance between joints?
2) Multiply controls under the child mesh seem useless (and they occasionally crash wz4). Is that the correct behavior?
3) I also wonder how you are planning to implement more complex hierarchies: chains, ropes etc. I mean... this will require more joint operators, right?