Guest Posted January 6, 2017 Posted January 6, 2017 soo.. i got everything to make it, i converted the nistristrips to nitrishapes, linked all properly to xmls and set up simple collision from penis xml.. last thing i need is collision capsules at penetrating parts.. i got distortion body etc etc, mesh loads up properly ingame.. now i need to know about collision capsules in animated meshes.. i looked how collision is set up in hdt schlongs and for my understanding its simply lined up nodes with collision capsules.. so i want to know, when i create them in 3ds max, will they move together with the tentacles when rigged correctly? since the different stages of tentacles use multiple meshes, i need to redo process for every mesh or can i just copy them over from one to another? pls, any experienced 3ds max user can give me some hints on this?
Zor2k13 Posted January 11, 2017 Posted January 11, 2017 Won't you have to completely re animate this mod to make something like this work?
Guest Posted January 14, 2017 Posted January 14, 2017 Won't you have to completely re animate this mod to make something like this work? No, blender can export Information about collision shape to a .bullet file wich can be read out by smp http://bulletphysics.org/mediawiki-1.5.8/index.php/Bullet_binary_serialization
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