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I discovered today how to use the tapered cylinder shape for PhysX cloth that the PhysX engine supports. It was amazingly simple! The shape just has to be very basic. So cylinders with different sized/shaped ends, and cones can work. As long as the edges connecting the ends are only a single segment. End caps are not needed either. Using custom imported, oddly shaped, cylinders works great!
Since the default character collision shapes are only box, sphere, and capsule; this method can be used to fine tune collision shapes that you then attach to the character yourself.
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