Difference between revisions of "Mesh/Decomposing a mesh for physics shape"
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* The model that you see and the model that you bump into can be different meshes. Now we're going to make the physical shape that can be bumped into. If the physical shape is extremely detailed, the simulator will slow down when the model collides. We're ideally looking to make a physical shape that is only detailed enough to give the illusion that you are bumping into the shape. | |||
* Download duck.dae from | * Download duck.dae from | ||
https://collada.org/owl/download.php?sess=0&parent=126&expand=1&order=name&curview=0&binary=1&id=698 | https://collada.org/owl/download.php?sess=0&parent=126&expand=1&order=name&curview=0&binary=1&id=698 | ||
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* The viewer will take a few seconds to process this | * The viewer will take a few seconds to process this | ||
* Click the drop down next to Physical Shape, choose Triangle Limit. | * Click the drop down next to Physical Shape, choose Triangle Limit. | ||
* Type | * Type 500 into the text field and hit Enter (You can choose a different number. 500 still makes a good approximation of the duck shape. Using a very large number will cause the next steps to take longer to process) | ||
* The duck will appear in the preview window | * The duck will appear in the preview window | ||
[[File:MeshWalkthrough-Generate_LOD_and_set_Physical_Shape.png]] | [[File:MeshWalkthrough-Generate_LOD_and_set_Physical_Shape.png]] | ||
* Click the >> button next to Physical Shape to open the Physics | * Click the >> button next to Physical Shape to open the Physics | ||
Decomposition tool window. | Decomposition tool window. | ||
* Decompose Quality = | * Decompose Quality = Normal | ||
* In the Physics Decomposition tool window set Method = Surface | * In the Physics Decomposition tool window set Method = Surface | ||
[[File:MeshWalkthrough-Physics_Decomposition_window.png]] | [[File:MeshWalkthrough-Physics_Decomposition_window.png]] |
Revision as of 13:54, 24 September 2010
- The model that you see and the model that you bump into can be different meshes. Now we're going to make the physical shape that can be bumped into. If the physical shape is extremely detailed, the simulator will slow down when the model collides. We're ideally looking to make a physical shape that is only detailed enough to give the illusion that you are bumping into the shape.
- Download duck.dae from
https://collada.org/owl/download.php?sess=0&parent=126&expand=1&order=name&curview=0&binary=1&id=698
- Open the Build menu, choose Upload, click 'Model...'
- Alternately, open the Inventory, click the + menu button and Upload > "Model"
- A file dialog box will open
- Pick the COLLADA file you downloaded from your computer.
- The Import Model window will appear.
- Click the 'Generate LOD' button at the top of this window.
- The viewer will take a few seconds to process this
- Click the drop down next to Physical Shape, choose Triangle Limit.
- Type 500 into the text field and hit Enter (You can choose a different number. 500 still makes a good approximation of the duck shape. Using a very large number will cause the next steps to take longer to process)
- The duck will appear in the preview window
- Click the >> button next to Physical Shape to open the Physics
Decomposition tool window.
- Decompose Quality = Normal
- In the Physics Decomposition tool window set Method = Surface
- Click the Decompose button.
- The viewer will take a few seconds to process
- Slide the Explode slider to see the Decomposed shape. (The explode
shader does not change the Decomposed shape, it only moves it away from the Mesh visually so you can see it clearly.)
- Click Simplify
- The Decomposed pieces are simplified into a single object.
- Click the Upload button to upload the mesh with this simplified Physics Shape.
- Rez the Model
- Enable the Develop menu with ctrl-alt-q
- Enable Develop menu > Render Metadata > Physics Shapes
- Objects will display a color overlay. A blue overlay indicates the
object's physics are efficient and will produce very little load on the sim. A red overlay indicates the object could potentially cause high physics lag on the region.
- Scale the Model down so it's about 5m high