TODO
1.edit collision shape, add constraints
2.export data (there are 2 ways):
- export .bullet file directly
- export text based custom data file, for good compatibility.
3.configure the physics object parameters.
Beaware
File Structure
1.header
2.collision shapes, meshs, compound shapes (shared with rigidbody in one file)
3.collider physics material.
3.rigidbody, rigidbody offset, rigidbody mapped bone (id and name), rigidbody shape (reference to 2. or using primitives)
4.constraints
{
"header":{
"verson":"1.0.0"
},
"triangles":[
{
"name":"hand",
"vertices":"",
"indeces:""
},
{
"name":"body",
"vertices":"",
"indeces":""
}
],
"material":[//not support yet
],
"collider":[//support primitive,compound,convexhull,mesh.if multi children, it's compound
{
"name":"head",
"material":null,
"children":[
{primitives.sphere;}
]
},
{
"name":"chair",
"material":null,
"children":[
{shapes.1;localtransform},
{primitives.box;localtrsform},
{convexhull.1;localtransform}
},
{
"name":"arm",
"material":null,
"children":[
{shapes.1;localtransform},
{primitives.box;localtrsform},
{convexhull.1;localtransform}
}
]
"rigidbodies":
<index> <transform> <the index of attached bone as parent> <reference shape index>
0 xxxxxxxx 2 5
1 xxxxxxxx 7 2
...
"constraints":
<index> <refA> <refB> <pivofA> <pivofB> <other args>
...
}
Tools
1.blender
2.Unity
see ref in mdl unity project “studioModel.cs”.
Other Visual 3D Tools
1.orge
2.godot
3.max
4.your own 3d studio