View Full Version : Export Reactor collisions?
TorQue[MoD]
04-14-2011, 02:10 PM
Hey all. Just wondering if there is a way to export the collisions that max can auto generate in reactor so that I can use them as as collisions for UDK? I know UDK can auto generate collisions, but I want to edit them so I figured if I could get the reactor collisions into the viewport (convert to editable poly) then I could customize them.
Thanks!
gsokol
04-14-2011, 02:22 PM
Why don't you just model the collision for a model?
http://udn.epicgames.com/Three/CollisionReference.html#Create in a 3D Modeling Program
TorQue[MoD]
04-14-2011, 02:28 PM
http://www.torquemod.com/rock_mesh.jpg
Cause my mesh is a little more complicated than a pinwheel and I'm loking for a fast solution for creating a good lowpoly base collision that I can then customize to fit my model more precisely.
I guess another question would be to ask if I can export the auto-generated collisions from UDK back into max... didn't even think of that.
cman2k
04-14-2011, 02:34 PM
I don't think reactor does what you think it's doing...though I don't know for sure.
Anyway, maybe you just want to auto-generate a convex hull similar to UDK and be able to edit it? Try this out for size -> http://www.scriptspot.com/3ds-max/scripts/convex-hull
TorQue[MoD]
04-14-2011, 02:49 PM
Yeah reactor will create convex hulls for meshes that you want to animate in a scene (I've done it) and then you can "render" out the physics in a separate window and then have reactor update your scene inside max. I've used this for creating really cool looking ruins of some building models I've made... Really awesome!
But yes, that script might also be good provided it doesn't take too long to create a hull and its low poly enough. Thanks cman2k!
mortalhuman
04-14-2011, 03:01 PM
You could literally clone that mesh and run optimize on it at a highish threshold, and no one would ever be the wiser.
TorQue[MoD]
04-14-2011, 03:29 PM
Yeah I tried that before with a mesh and when I exported it to UDK it completely chopped it up into 56 different collision primitives... I've still yet to figure out why that's happening... we'll see what happens with this one.
Cman2k, you're my new hero! This script is freaking awesome! Wish it had control options though so you could specify the number of tris for the collision. Still, better than making everything from scratch!
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