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	<title type="html"><![CDATA[Maratis forum - 3dsmax exporter - physics mesh VS graphics mesh aligment issue.]]></title>
	<link rel="self" href="http://forum.maratis3d.com/extern.php?action=feed&amp;tid=1275&amp;type=atom"/>
	<updated>2017-09-09T21:38:42Z</updated>
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	<id>http://forum.maratis3d.com/viewtopic.php?id=1275</id>
		<entry>
			<title type="html"><![CDATA[Re: 3dsmax exporter - physics mesh VS graphics mesh aligment issue.]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=8156#p8156"/>
			<content type="html"><![CDATA[<p>Hi,</p><p>the pivot is the mesh origin (where the mesh local coordinates is 0, 0, 0).</p><p>There is a way to control the collision shape position:<br />- Create an Invisible centered-box (or sphere or tube to visualise) and enable collision<br />- Parent your object to the Invisible box<br />(you can even parent the invisible object to another one to use compound physical shapes)</p><p>Look at this example for complex cases : &quot;Small Demos&quot; &gt; Physics.level</p><p>If you want to look at how the engine create the shapes, have a look at the function &quot;createShape&quot; here :<br /><a href="https://github.com/anael-seghezzi/Maratis-4/blob/master/Sources/MSDK/MEngine/Sources/MScene.cpp">https://github.com/anael-seghezzi/Marat &#133; MScene.cpp</a></p><p>Bests,</p><p>Anaël.</p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2017-09-09T21:38:42Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=8156#p8156</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[3dsmax exporter - physics mesh VS graphics mesh aligment issue.]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=8155#p8155"/>
			<content type="html"><![CDATA[<p>Hi,<br />I&#039;m currently updating my 3dsmax exporter for maratis, and I&#039;ve run into a slight issue.<br />It seems as if the physics mesh is not overlapping the graphics mesh the way I want.</p><p>Let&#039;s take a box as example (in 3dsmax) -<br />the default pivot point of a 3dsmax box is at the lower end of the box.<br />But it seems as if maratis expects the &#039;pivot&#039; to be in the center of the box?</p><p>So I guess my question now is:<br />How does maratis create the physics box? is it created from the &#039;center&#039; and out?<br />What parameters does it use from the graphics mesh to get the proper size it should be? (bounding box?).<br />And is there a way to see the physics mesh for debugging?</p><p>Right now it&#039;s pretty hard to &#039;see&#039; whats going on when all you see is physics shapes going into other shapes.<br />For example spheres goes half into the floor, when they should be on top, the sphere is fine if I set the pivot on the box floor to be in the center,&nbsp; so it seems as if it&#039;s the issue.</p><p>All though it&#039;s not ideal in any way - because I would like to move my pivot freely and then also align the physics with the graphics - regardless of where the pivot is located in 3dsmax. I&#039;m sure I can fix it somehow on my end, but it&#039;s just a bit unclear to me how it works.</p><p>If it&#039;s unclear I can upload a scene, one where the pivot\graphics\physics is wrong, and one where it&#039;s aligned.</p>]]></content>
			<author>
				<name><![CDATA[hedphelym]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=181</uri>
			</author>
			<updated>2017-09-04T18:54:52Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=8155#p8155</id>
		</entry>
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