anton.savocshenko Posted April 17, 2020 Share Posted April 17, 2020 (edited) 1. How to collect convex shapes together in one body in editor? 2. Using scripts? 3. By manually editing the *.node file, copying the "ShapeConvex" parameters from another *.node file? 1. This is impossible, as I understand it. Look first video below. 2. ... ? 3. This is possible! Look last video below. Suggestion for Unigine developer team: Create a UI panel "choose mesh" in editor for physics convex shape. standard.mp4 3_editedNodeFile.mp4 Edited April 17, 2020 by anton.savocshenko Link to comment
morbid Posted April 17, 2020 Share Posted April 17, 2020 Hi, you actually can do this with physical shapes assigned to a single mesh. Let's say, you have a 3D bucket. Got to Parameters, Physics. Assign "Rigid Body". Then go the Shapes and add as many as you want. Don't forget to enable visualizer for shapes. The nasty thing is that you'll have to move these shapes with a XYZ fields, not with a conventional gizmo. But we'll fix this. Check this article for further guidance: https://developer.unigine.com/en/docs/2.11/principles/physics/shapes/?rlang=usc How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
anton.savocshenko Posted April 17, 2020 Author Share Posted April 17, 2020 @morbid hi, thanks. But this is only you can add primitive shapes, but convex shapes cant add without geometry mesh in Node, and need special collision mesh, which not in this node. Link to comment
morbid Posted April 18, 2020 Share Posted April 18, 2020 Did you manually merged vertices of a convex shapes in a node file? Engine can't generate convex mesh with cavities. In some cases you can solve this by making a single low poly mesh as a part of a model, think of it as of special LOD. Assigning unique material to this mesh in 3D editor will create a surface that can be configured for collisions. It can be excluded from rendering with viewport mask. I also suggest tutorials on physics and bit masking. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
anton.savocshenko Posted April 19, 2020 Author Share Posted April 19, 2020 @morbid yes manually. thanks Link to comment
ashtorak Posted March 19, 2023 Share Posted March 19, 2023 On 4/17/2020 at 6:51 PM, morbid said: Hi, you actually can do this with physical shapes assigned to a single mesh. Let's say, you have a 3D bucket. Got to Parameters, Physics. Assign "Rigid Body". Then go the Shapes and add as many as you want. Don't forget to enable visualizer for shapes. The nasty thing is that you'll have to move these shapes with a XYZ fields, not with a conventional gizmo. But we'll fix this. Check this article for further guidance: https://developer.unigine.com/en/docs/2.11/principles/physics/shapes/?rlang=usc Yeah, but arranging a lot of individual shapes manually is pretty cumbersome. Would be nice to have something to arrange them in a circle for common use cases like buckets or pipes. Even something basic like Unity has, where you can select multiple objects and enter a formula in the position box to set the x, y, z of the objects per formula. I didn't find anything about such a function, so this is currently not possible, right? From the editor at least. Also, ability to group shapes would be nice for larger arrangements. Maybe some more improvements are already planned for this? :) Link to comment
ashtorak Posted March 23, 2023 Share Posted March 23, 2023 Would also be nice, if one could focus on a Shape with F as is possible for nodes. Setting up lots of shapes is a little clunky right now, coming from Unity. Link to comment
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