08-10-2021, 09:04 AM
For the "inactive parts" of the building:
- Just build some simple geometry that will cover (in it's volume) all parts of the building you want to be stationary.
Then add a surface test operator (set to volume inside), bellow PhysX operator, add the geometry you just built, and in the new event add PhysX Switch operator set to kinematic.
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For the clusters of chunk:
Add a cluster operator bellow voronoi, and play with the options until you get the right size of the clusters.
Name the cluster channel whatever you want (for example "big parts").
Then add another PhysX Bind operator, and change it's ID to 1 (because you're already using PhysX bind with ID 0).
Scroll down and enable clustering, and choose the cluster name you previously typed (for example "big parts").
You'll probably want these groups of chunks to brake at certain force, so enable braking force, and play with the settings until you're happy.
- Just build some simple geometry that will cover (in it's volume) all parts of the building you want to be stationary.
Then add a surface test operator (set to volume inside), bellow PhysX operator, add the geometry you just built, and in the new event add PhysX Switch operator set to kinematic.
---------------
For the clusters of chunk:
Add a cluster operator bellow voronoi, and play with the options until you get the right size of the clusters.
Name the cluster channel whatever you want (for example "big parts").
Then add another PhysX Bind operator, and change it's ID to 1 (because you're already using PhysX bind with ID 0).
Scroll down and enable clustering, and choose the cluster name you previously typed (for example "big parts").
You'll probably want these groups of chunks to brake at certain force, so enable braking force, and play with the settings until you're happy.