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pXent_addshape #337946
08/14/10 18:36
08/14/10 18:36
Joined: Jul 2007
Posts: 959
nl
F
flits Offline OP
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flits  Offline OP
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Joined: Jul 2007
Posts: 959
nl
when i use pXent_addshape

they get the same postion(xyz) i dont know if this is normal ore not but its realy anoying

the sam with rotating you cant make sominting like a watermill
(sure you can be you need more models)

ow en for the detail the physics itself is build correctly

also isnt there a shape like cylinder ore do i need to take a capsule to make a barrel (cant stand) / ore convex

Last edited by flits; 08/14/10 18:42.

"empty"
Re: pXent_addshape [Re: flits] #337977
08/14/10 22:47
08/14/10 22:47
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
Expert
alibaba  Offline
Expert

Joined: May 2008
Posts: 2,113
NRW/Germany
Please improve your english, i can´t understand you.


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Re: pXent_addshape [Re: alibaba] #338217
08/16/10 17:04
08/16/10 17:04
Joined: Jul 2000
Posts: 27,978
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,978
Frankfurt
I don't understand him either.

Re: pXent_addshape [Re: jcl] #338237
08/16/10 17:59
08/16/10 17:59
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
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Nidhogg  Offline
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Joined: Dec 2006
Posts: 1,086
Queensland - Australia
I think that he is saying that when he creates a shape with pXent_addshape
the xyz positions are the same eg: always 0,0,0.

He is having problems trying to create a rotating entity with pXent?
He also wants to know if there is a way to create a cylinder object/entity instead of capsule shape.

Thats how I understand what he is trying to say after reading this about 20 times laugh


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Re: pXent_addshape [Re: Nidhogg] #338255
08/16/10 19:22
08/16/10 19:22
Joined: Jul 2007
Posts: 959
nl
F
flits Offline OP
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flits  Offline OP
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Joined: Jul 2007
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yeah srry for my bad english then

i will try to explain again

you create a entity and add with pXent_settype (lets call him obj1)

then you create another entity and add him with pXent_addshape (lets call him obj2)

oke now the problem is that obj2 has the sam xyz coordinates as obj1
obj2 has also the same pan tilt roll as obj1

thiis isnt that great if you want to make some stuff like a watermill

the good news is that the shape is added good in physics world (if you check physexvisueeldebugger)

so the work around is just to make all the addedshape invissble and make aother models that covers the obj2 items

and second part is what nidhogg said (thx nidhogg)

hope you can understand it now else i would make a demo for you


"empty"
Re: pXent_addshape [Re: flits] #338260
08/16/10 19:30
08/16/10 19:30
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
ooh so there is some sort of bug, gotta test it.


3333333333
Re: pXent_addshape [Re: Quad] #338261
08/16/10 19:45
08/16/10 19:45
Joined: Jul 2007
Posts: 959
nl
F
flits Offline OP
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flits  Offline OP
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Posts: 959
nl
why would i else place it inside bug hunt?


"empty"
Re: pXent_addshape [Re: flits] #338323
08/17/10 08:45
08/17/10 08:45
Joined: Jul 2000
Posts: 27,978
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,978
Frankfurt
I can not confirm any bug. Positioning of shapes works here. Otherwise you could also not put wheels on cars.

There is no basic cylinder shape in PhysX, but for barrels you can use PH_CONVEX.

Re: pXent_addshape [Re: jcl] #338442
08/18/10 09:20
08/18/10 09:20
Joined: Jul 2007
Posts: 959
nl
F
flits Offline OP
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flits  Offline OP
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Joined: Jul 2007
Posts: 959
nl
oke i made a litle example

http://boxstr.net/files/6668712_3mqa0/demo_watermill.cd.zip

to show its oke in physics world here is a pic from physxvisualdebugger



hope you will get my point now


"empty"
Re: pXent_addshape [Re: flits] #338447
08/18/10 11:23
08/18/10 11:23
Joined: Jul 2009
Posts: 1,198
Berlin, Germany
L
Liamissimo Offline
Serious User
Liamissimo  Offline
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L

Joined: Jul 2009
Posts: 1,198
Berlin, Germany
you have to sign up...


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