I have enabled the havok physics engine.
I imported a scene model and then imported a character. How do I add physical collision to this character.
const root: AbstractMesh = meshes[0]
root.getChildMeshes().map(mesh => {
new PhysicsAggregate(mesh, PhysicsShapeType.MESH, {mass: 100})
})
I add it like this and the character will fly into the sky
Cedric
December 7, 2023, 8:33am
2
Making a ragdoll needs a little bit more work.
There must be a shape per bone that bounds the entirety of the mesh and then, between dynamic bodies, there must be joints.
Check this PG:
1 Like
labris
December 7, 2023, 10:15am
3
7 Likes
xuan_mo
December 11, 2023, 9:18am
4
I see that PhysicsImpostor is still used in the code. Are the current documents written in PhysicsAggregate-related writing methods?
Cedric
January 8, 2024, 8:56am
5
Physics impostor is still in the code because some users still use V1 physics for now and need updated Babylon.js