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I am getting the same issue, I am not sure if it is a bug but I am starting to think it is.
I found something a bit unexpected. From Blender I export FBX with a mesh with a child reduced mesh for collisions and named it with _phys (from documentation). The asset gets processed with PhysX and creates a pxmesh. The unexpected thing is that I can now use the mesh (which has (PhysX Collsion Mesh) in asset display) with the CryEngine physics! They work with the default physics engine with full mesh collisions - weird.
I am getting the same issue, I am not sure if it is a bug but I am starting to think it is.
Here https://docs.aws.amazon.com/lumberyard/latest/userguide/physx-export-physx-mesh-asset.html, it doesn't help that they use odd terminology,unless I'm missing something ?
You aren't 'export'ing the file you create , you are importing it into the engine to create the pxmesh file for it, isn't that right , and if you 'name' the 'collision mesh' , they call just a 'mesh' ( agaIn odd term for what it is) then its automatic . Right ? I think somebody needed to proof read ;) Was very confusing for a moment till I found this thread ;!
Can someone here verify this , if you are still using engine ? Now that I see the 'menu' in LY, I see where it says 'export', still seems odd given its IN the engine at that point, why do they call it 'export' / ;0
Ue4 makes this so much easier and names things logically, but there are things only LY has, hence my presence.
thx
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