Hello everybody,
I know there have not been much updates for a while, but I hope this will change now. Today's blog post will be all about physics. This is the first part of a series so there are more to come.
We will discuss the steps to create a very simple dynamic rigid body. I just started out with a simple sandbox scene for our tests. It just contains a terrain, but you can create it the way you like:

Now drag and drop an instance of Objects/Shapes/Box into your scene. Move it a bit above the ground, so that it looks like this:

Now select the cube and in Object Editor/Spatial/Common uncheck the Grounded property. This will ensure that the cube stays in the air, because normally every object tries to stay on ground automatically.
Now go to Entities/Model and click the >> Options button. Check the box saying Show Physics Shape. Your preview should look like this:

This is the physical representation of the model. It is okay for our needs, you can further adjust it in the Physics Settings area on the right if you want.
Caution: TriangleMeshes are very accurate, produce a huge performance loss and are not suitable for dynamic objects, so you should not use them for this tutorial.
Now that you confirmed that the physics shape is fine, go back to Scene tab. Select the model again and in Object Editor/Properties/Physics/Physics/ set PhysicalType to DynamicRigidBody. Also check Physics/Physics/IsPhysical to true. Now go to run mode.
Your box should fall onto the ground.
Congratulations, you successfully finished the first part of the physics series.
If you have any questions, suggestions or any other feedback, do not hesitate to post.
-Chris
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