jit.phys.body & jit.gl.isosurf?

Mar 7, 2012 at 1:42pm

jit.phys.body & jit.gl.isosurf?

short question: is it possible?
can i make an object with isosurf, and use jit.phys.* collision detection to track collision with some primitives?
or is jit.phys limited to the gridhape objects and some obj files?
i’m currently not on max 6, but am thinking about upgrading. this feature would certainly be a reason for doing so!

Mar 7, 2012 at 7:33pm

jit.phys.body has the ability to both create a convex-hull collision shape that fits around an arbitrary matrix of vertices, and create a concave triangle-mesh from a matrix of triangles.

a future feature of jit.phys.body will be the ability to take an arbitrary mesh and decompose it into a compound body made up of simple collision shapes.

hopefully that helps answer your question.
best bet is to try out the demo and post patches to the forum.

May 12, 2012 at 8:20pm

Thanks for that answer Robert! I was also searching if was possible to use or not an isosurf as “ground body” and let 3D objects collide on it. My goal was to have spheres jumping/colliding/reacting with my body, using kinect input. I’m searching since this morning on the forum but i can not get any right information!
My first thought was extruding the kinect image into an isosurf and using it as a rigid surface where spheres will collide. But i had problems as spheres where passing through the isosurf… do you have some hints? thanks in advance

May 13, 2012 at 9:34pm

Unless needed, perhaps simply your body as instead a connected series of simple phys bodies and map it into a Kinect skeleton.


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