rolz Posted February 25, 2015 Share Posted February 25, 2015 Hi, I am trying to export a hollow cylinder mesh from Blender and when I import it into Babylon.js, the cylinder is no longer acts hollow? Does the exporter support hollow meshes? Or is this a bounding box issue? Can I remove the bounding box? Thanks,rolz Quote Link to comment Share on other sites More sharing options...
rolz Posted February 25, 2015 Author Share Posted February 25, 2015 Let me rephrase: The cylinder is still hollow when it is in the scene. But with physics added, I cannot animate another mesh into the hollow part of the cylinder. It's as if it were not hollow. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 25, 2015 Share Posted February 25, 2015 I have not enough knowledge of Blender but some Blender gods may help you soon:) Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted February 25, 2015 Share Posted February 25, 2015 I thought you were a deity? Except for Shape Keys I know less than you. Just a question, you say with physics add, does this imply it works without physics? If so, I would say it was physics was using boundingInfo, and nothing to do with Blender. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 25, 2015 Share Posted February 25, 2015 Lol:) for Blender, I'm more a beginner than anyone else Back to the topic: can you share a scene? Quote Link to comment Share on other sites More sharing options...
rolz Posted February 25, 2015 Author Share Posted February 25, 2015 After investigating. It's a bit of both. It's the bounding boxImpostor and the child parent relationship within the blender.exporter. Is there anyway to make the box.impostor more accurate for child meshes? Thanks,Zac Quote Link to comment Share on other sites More sharing options...
rolz Posted February 25, 2015 Author Share Posted February 25, 2015 And also when i remove mesh.scaling there is no more physics collision detection? Because I remove the scaling the box shape is correct. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 25, 2015 Share Posted February 25, 2015 Can you share a scene somewhere? Quote Link to comment Share on other sites More sharing options...
rolz Posted February 25, 2015 Author Share Posted February 25, 2015 Hi @deltakosh. Thanks for your help. I will try and get a scene together for you. The question is: Can you merge meshes that have physics on them? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 25, 2015 Share Posted February 25, 2015 For physics: no. You have to unbind physics and rebind afterwards Quote Link to comment Share on other sites More sharing options...
rolz Posted February 25, 2015 Author Share Posted February 25, 2015 thanks for the answer. I want to drop a ball into a hollow box with physics. Is this possible with Babylon? Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 25, 2015 Share Posted February 25, 2015 yes but you have to define a set of boxes to define the physical state of your object. We are not supporting mesh vs. mesh physics for performance reason Quote Link to comment Share on other sites More sharing options...
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