RSandiford 3 Posted August 11, 2019 Hi Guys. So I am stuck trying to make a PhysX object. It is a spent tube, I'm trying to make it roll away as in RHS etc. I have an object with 1 LOD, a shadow, a geom and a PhysX geom. No errors as far as I can see. It's inheriting from a working RHS class. Everything works except it had no physics - it just sits there. Does anyone know what it needed? I have only a very basic model.cfg as I don't know if anything is needed here, could it be something to do with this? Thanks for your assistance. Share this post Link to post Share on other sites
RSandiford 3 Posted August 11, 2019 Seems my geometry doesn't work at all, and I have no idea why. class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class sandi_konkurs_missile_used: Default { isDiscrete=1; skeletonInherit="Default"; skeletonBones[]= { "tube_konkurs","" }; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; skeletonName = ""; }; class sandi_konkurs_missile_used: Default { sections[]={}; skeletonName="sandi_konkurs_missile_used"; sectionsInherit = "Default"; class Animations { /* // new tube lid class KonkursOpenFrontCover { type="rotation"; source="user"; selection="tube_konkurs_lid"; axis="tube_konkurs_lid_axis"; memory="1"; minValue="0"; maxValue="1"; angle0="rad -200"; angle1="rad -200"; }; */ }; }; }; Share this post Link to post Share on other sites
RSandiford 3 Posted August 11, 2019 Tracked it down to weight being set to 0 when making the components. Had to weight paint (mode -> weight paint) them to > 0 to get it to work, as it wasn't exporting the groups. Share this post Link to post Share on other sites