Physx bindings/joints as tyFlow helper to facilitate Actor creation.
#1
Instead of complicated particle modifier constructs for binding exactly the right vertices of different sub-objects or assigning the right properties (Cloth, rigid, bindings) to an tyActor give us simple tyObjects for joints or springs and let us set properties for distinctive actor parts outside tyflow. Let us select vertices then link them to another object by a modifier. Then the tyActor object should convert all relationships / Links / properties for use in tyflow. Every property / link / joint / subobject gets an ID so tyflow could affect them separately later on. 
The tyActo Node Property mechanism is a good start but the binding of vertices / objects to others is a pain in the ass atm.
  Reply
#2
Assigning binding relationships to tyActor elements in an easier and more intuitive manner is on the todo list (behind a long list of other things)...same goes for proper pathfinding, skin randomization, etc.
  Reply


Forum Jump: