08-28-2021, 03:28 PM
Of you brake your mesh with voronoi, and then bind them with PhysX bind, you will still have only convex shapes, but a lot of smaller ones (for each of the fragment), and that way it will be much more precise, then one big convex object.
Here's the test I did long time a go, using the above approach:
https://www.youtube.com/watch?v=ejjNHxBGQ7g
There's also, a very nice chain example in the official samples.
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Btw - kinematic means that it won't be affected by any PhysX forces or object, but (dynamic) PhysX objects will bounce of it, and receive force from it.
It can be static, animated, deforming mesh.. whatever you want...
Good example would be a ball that is braking the wall.
If you don't want wall bricks to affect the ball at all, and ball to have only keyframed animation, you set manually, you make the ball PhysX kinematic.
Here's the test I did long time a go, using the above approach:
https://www.youtube.com/watch?v=ejjNHxBGQ7g
There's also, a very nice chain example in the official samples.
------------------
Btw - kinematic means that it won't be affected by any PhysX forces or object, but (dynamic) PhysX objects will bounce of it, and receive force from it.
It can be static, animated, deforming mesh.. whatever you want...
Good example would be a ball that is braking the wall.
If you don't want wall bricks to affect the ball at all, and ball to have only keyframed animation, you set manually, you make the ball PhysX kinematic.