For the project I'm working on now, I'd like to export environmental collision data from 3DS Max. I'm wondering what the process is like for games/projects using a similar resource setup. We already have an exporter (ColladaMax) to get visual data out to Collada, and we're looking at using NVidia/Ageia's exporter for physics data. The questions before getting started are:
- Do we use two different exporters, or would the PhysX exporter also export visual data?
- How hard is it to manage the association between visual data and physics data?
- I'm sure I don't always want the physical and graphical representations to match up, so how does this process work in Max itself? If we have artists creating the environments, would they need to also model a similar physical mesh? Does the PhysX exporter know if when you're giving an object a sphere collision shape versus a convex mesh that just happens to be a sphere?
- The first part of the process is building the environments in Max and then exporting them entirely to collada.
- Then, in the editor that runs in our game engine we're processing the .dae file to create and save mesh data in custom binary format.
- The binary data gets loaded by the game at run-time. This way we don't ship any Collada files with our final build.
Also, I'm having some other difficulties understanding a few elements of the Bullet sample for Collada:
- setCameraInfo() has nothing to do with physics or collada? It seems like it's notifying the system of the coordinate system used in the exported data, just tailored to fit the demo application's structure.
- We already have FCollada in our project, so if I wanted to use that then does that keep me from using the ColladaConverter library that comes with v2.73? Is Collada DOM and the Bullet ColladaConverter heavily integrated?
- The ColladaConverter also knows about the dynamicsWorld, so I'm led to believe that it's parsing the .DAE to add bodies and collision shapes to the world directly. Since this is what I'm trying to avoid, I think hard-rolling my own Collada converting system is inevitable.