unfortunately when i try to send the matrix to jit.phys, like in tutorial with matrix, thinks dont work as they should. i v got problems with the position rotation and scale of extruded shape in 3d, and everything is terribly slow. :(
I... think? I can't really tell, I'm having issues understanding Napentro - but I think i'm having a similar problem.
Whenever I pass my geometry matrix into a jit.phys.body, and it's set to either @shape concave or @shape convex, rotation and position totally die - the object resets itself to 0. If I disconnect the geometry matrix for jit.phys.body, rotation comes back online, but position acts... strangely - I can move it around with jit.phys.picker, but it doesn't have any inertia. It seems to be affected by outside forces (a jit.phys.ghost with a negative central force will pull it towards the center, but veeeeeery slowly compared to a simple phys object).
Anyway, I don't know if this is all the way it's 'supposed' to work, there's not that much information that I can find about the convexhull/concave setting in the literature or on the forums. Am I supposed to also be putting in a position matrix, somehow? That's sort of what I want to use jit.phys.body for in the first place, so that strikes me as odd.
My patch is a bit too big (and currently disorganized) to post, sadly. Hopefully what I typed above made sense - it's 7am and I haven't slept.
OK so it would appear that regularly updating the vertex matrix also forces the jit.phys.body object to reset completely, hence all my issues. Which is sad, I wanted to change the shape of it on-the-fly, not just at first load! (I was toying with an example someone posted on another thread).
Any reason that feeding jit.phys.body a constantly-updating matrix of vertex points isn't an available thing? I suppose if a vertex suddenly moves from within world bounds to out-of-bounds it could cause some mathy-crashy issues? Anyway if anyone has some insight I'm interested to know. For now I guess I'll use spheres.
Slightly spammy - but another fun thing. Setting a jit.phys.body to convexhull, feeding it a matrix, then changing it back to sphere, makes the physics system act all strange until I quit max and relaunch. It's like all my physics objects are moving in jello.
i found it yesterday in my research, but as i'm going to use multiple 3d cubes, i have huge problems in having the multiple reacting with my shape (while the poly int he patch reacts amazingly good)...