Ok, I posted this a while back, but it seems to have died... I have a vehicle, with four wheels, and warthog like suspension, but when I run it in game, it will not move... I am using a custom physics tag (made with "tool physics" ect.).
I think it has something to do with the hierarchy in 3ds max. I have all of the nodes linked to the frame hull, and the collision geometry (All of the parts, hull, suspension, wheels, combined into one mesh) linked to the frame hull.
What do I need to link to what?
Thanks
Physics not working...
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- Joined: Sat Jan 29, 2005 10:33 pm
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You have to create a marker for each "collision" point you want bouncable or moveable in Max.
Create tiny spheres, and name them #something.
Move them into the proper places. Make sure each "moving" mesh of the model itself is a different object. Then, select EVERYTHING (besides the main frame), and link it to the main frame.
Physics sort of use Markers and Body Mesh to determine the Physics-in-game in Halo. It's actually quite easy, easier than other games.
Create tiny spheres, and name them #something.
Move them into the proper places. Make sure each "moving" mesh of the model itself is a different object. Then, select EVERYTHING (besides the main frame), and link it to the main frame.
Physics sort of use Markers and Body Mesh to determine the Physics-in-game in Halo. It's actually quite easy, easier than other games.