Floating Duck
by fire513 · in Torque 3D Professional · 03/24/2012 (4:29 pm) · 4 replies
Quick question.
I recently purchased a art pack from dexsoft http://www.dexsoft-games.com/models/birds.html that contains a few birds. I was able to easily get the models, animations, and textures in the game without any problems.
However as seen in the picture below the duck simply floats in the air. Apparently this is happening because it is a "TSStatic" shape.
How can I change this to a "Rigidshape" similiar to the boulder or something that is affected by physX so the duck will fall to the ground when the game starts? (I am using the full physX template).
It seems like any information on "Rigidshapes" or "physX" items is small. If there are any tutorials or documentation that goes over the process of adding new items to a game please send me in the right direction.
Also which is better performance wise Rigidshapes or physX items?
Thanks in advance!

I recently purchased a art pack from dexsoft http://www.dexsoft-games.com/models/birds.html that contains a few birds. I was able to easily get the models, animations, and textures in the game without any problems.
However as seen in the picture below the duck simply floats in the air. Apparently this is happening because it is a "TSStatic" shape.
How can I change this to a "Rigidshape" similiar to the boulder or something that is affected by physX so the duck will fall to the ground when the game starts? (I am using the full physX template).
It seems like any information on "Rigidshapes" or "physX" items is small. If there are any tutorials or documentation that goes over the process of adding new items to a game please send me in the right direction.
Also which is better performance wise Rigidshapes or physX items?
Thanks in advance!

About the author
#2
I already tried what you suggested for the rigidShape and I kept getting a "Rigid shapes must define a collision-1 detail" error. I think I still need to add it or something.
I tried your second suggestion and it works perfectly. Thanks once again.
Since you can only use one type which do you recomend from experience? Is PhysX the way to go?
03/24/2012 (5:34 pm)
Steve thanks for the quick reply and information!I already tried what you suggested for the rigidShape and I kept getting a "Rigid shapes must define a collision-1 detail" error. I think I still need to add it or something.
I tried your second suggestion and it works perfectly. Thanks once again.
Since you can only use one type which do you recomend from experience? Is PhysX the way to go?
#3
03/24/2012 (6:54 pm)
I believe that physX is generally "better", though I have no real experience using it personally save for the stock stuff (Pacific, FPS Tutorial for ChinaTown) - I'm not certain that it is currently networked for multiplayer.
#4
When shooting an objet or running into it the object will move but not when next to an explosion like rigidShapes do.
03/25/2012 (3:39 pm)
Am I missing a setting or does physicsShapes not react(move) to explosions?When shooting an objet or running into it the object will move but not when next to an explosion like rigidShapes do.
Associate Steve Acaster
[YorkshireRifles.com]
However if you're using PhysX it'd be best to avoid rigidShape altogether and create a physics shape. Same process but you'll have to look in the Pacific demo for an example ... or here.
datablock PhysicsShapeData( PSBlockTallUnbreakable ) { category = "PhysicsShape"; shapeName = "art/shapes/physicsShapes/block_tall.DAE"; invulnerable = 1; mass = "2"; friction = "10"; staticFriction = "10"; };Note, RigidShape and PhysicsShape cannot interact with each other, so stick to one type only.