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Adding this work-in-progress physics sample asset. The asset need further editing, but it is at a point where others could potentially help improve it.
I had misspelled Eoin's last name, sorry Eoin!
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I tried this model in the Babylon.js Playground. |
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Yes, it will only work in a glTF viewer that supports the current state of these new physics extensions. Instructions for this are in the readme. As far as I know, only Eoin's fork supports this, see glTF_Physics_Babylon Viewer. |
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Yes, this extension is not available in Babylon.js officially yet. Hopefully, we will be working on official support for this in Babylon.js soon. @echadwick-artist Maybe the physics extension and maybe other extensions used in this asset should be marked as required? |
"extensionsRequired": [
"KHR_physics_rigid_bodies",
"KHR_implicit_shapes"
],
Thank you for letting me know. I have confirmed that it is displayed correctly in that viewer. |
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Thank you cx20! I am a big fan of your work, and I know your work is helpful to the whole glTF community! |
Most of the physics issues have been resolved, and duplicate textures have been removed. Special thanks to @eoineoineoin for help with the physics settings!
* extensionsRequired was fixed to require the physics extensions. * Combine for the balls was set to Maximum. Can't see the difference between the modes though, just shooting in the dark here. * Archimedes screw now rotates properly: unparented from the root Compound parent, set to Infinite Mass, and Angular Velocity was set to negative. * Vertex positions were edited on physics shapes at top and bottom of elevator shaft, to prevent the balls from getting stuck there. * Bottom gravity trigger for Interactivity extension was repositioned so ball gets to the center of the elevator shaft before it enters the trigger. * Tried enabling tangents on export, but that caused more validation problems than without it, because the exporter seems to add tangents to ALL meshes, regardless of whether they have a normal map or not. So, tangent export was deactivated.
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A few problems remain and I don't know how to fix these:
The two renderers I tested with: |
* Re-exported with v0.6.1 of Blender physics exporter (https://github.com/eoineoineoin/glTF_Physics_Blender_Exporter/releases) * Compound Parent meshes are now properly not rendered in both Babylonjs Physics Viewer and glTF Sample Viewer Physics.



Adding this work-in-progress physics sample asset. The asset needs further editing, but it is at a point where others could potentially help improve it. See the readme for details.