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 Post subject: Horde3DPhysics.lib
PostPosted: 07.06.2010, 07:35 
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Joined: 07.06.2010, 07:18
Posts: 5
Hello!

I will try to compile Horde 3D physics example and have error, that file "Horde3DPhysics.lib" is missing.
Where to get them? Google have no information for that.

Thanks!


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 Post subject: Re: Horde3DPhysics.lib
PostPosted: 07.06.2010, 08:28 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Download the source code from here and compile the Horde3DPhysics project. That will create the lib file.


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 Post subject: Re: Horde3DPhysics.lib
PostPosted: 07.06.2010, 11:32 
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Joined: 07.06.2010, 07:18
Posts: 5
Hmm, how can I forgot to download it ... :P

Thanks!


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 Post subject: Re: Horde3DPhysics.lib
PostPosted: 10.06.2010, 08:55 
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Joined: 07.06.2010, 07:18
Posts: 5
Because new problem is right related with this, I will make a question here.

Yesterday I tried to export one scene from 3ds Max 2011 to see physics scene with your recomended physics engine link, but have big problem. Colladaconverter gives 2 files with no information inside, some bytes.

Have you any special plugin for this, or its works only with blender?
With original Horde 3D (380 Kb) this does not works, geo file is not recognizable. Crashes.


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 Post subject: Re: Horde3DPhysics.lib
PostPosted: 10.06.2010, 15:13 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Don't know if I understood your question right, but the collada converter patch in the old release of the Physics demo is not compatible with the current collada converter. And I also don't know if the collada converter of 3DMax exports physics information.


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 Post subject: Re: Horde3DPhysics.lib
PostPosted: 11.06.2010, 07:07 
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Joined: 07.06.2010, 07:18
Posts: 5
Some words about patch. How its works, how to install? Or its only a list of letters, let everyone can make changes in old collada converter?
If 3ds Max not supported new converter, then how can I export scene? Only through Blender?


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 Post subject: Re: Horde3DPhysics.lib
PostPosted: 11.06.2010, 09:33 
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Joined: 17.11.2009, 17:00
Posts: 205
Location: Russia, Moscow
Horde's physics library is based on Bullet library and, as far as I know, 3ds Max doesn't have a plugin to export and to work with bullet physics, only Maya does. Maybe you can use Nvidia PhysX plugin for Max to simulate physics, but I'm not sure if you will be able to export this information to collada. And then you will have to modify ColladaImporter to write physics info to Horde's scene.xml file. You can also use Horde's Editor with gameengine plugin to apply physics to your scene (although it is not a perfect solution...)


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 Post subject: Re: Horde3DPhysics.lib
PostPosted: 11.06.2010, 11:57 
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Joined: 07.06.2010, 07:18
Posts: 5
As I understand, DAE file must contain some physics information?
And because 3ds Max does not have this geek, its all works only on Maya? Does Maya 2011 be ok?

And have you any tutorial about this physics->export?

I have no problem write some letters into blabla.scene.xml, but I only want let colladaconverter does right file information.


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 Post subject: Re: Horde3DPhysics.lib
PostPosted: 11.06.2010, 14:02 
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Joined: 17.11.2009, 17:00
Posts: 205
Location: Russia, Moscow
You can download bullet plugin for Maya from here: http://code.google.com/p/dynamica/
I don't know does this plugin export to collada or will openCollada export physics data, made by this plugin. Bullet 2.76 uses its own format (.bullet), maybe you should try to export to .bullet and then decode it somehow?


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