[Question] Why physics assets can't be created manually?

Maybe there is some way to create it in Max/Maya and import into UE with skeletal mesh?
Sometimes, when skeletal was changed, in Max/Maya I can simply fix few primitives, instead of recreate phys asset from 0.

Also, I hoped that in new editor we will have ability to manually set size/position/rotation of collision primitives.
It’s useful for precision purposes.

What is your thoughts about this?

We don’t have import feature for physics asset. Mainly it hasn’t come up as much of an issue and we have limited primitive types we support for physics asset (sphere, capsule, box), so with that limitation, import doesn’t really make sense.

You can adjust position and rotation. Not sure about scale. You can also choose min size of your box size.

Would that help?

Thanks,

–Lina,

You can adjust position and rotation.
Not sure about scale.

where?
14351-

In the physics asset editor, you can select Body, and it will show the transform widget. You can toggle with space to choose different transform. I notice you can also change scale there.

Thanks,

–Lina,

Hi, Lina!

Sorry. I’m not explain what I want exactly.

Ok. We can’t create phys asset in Maya, for example, and the only one way - create it in UEditor.
But the only one tool for this - that transform widget.
But I mean some “properties” fields.
You can see it in UE3, as “AggGeom”, but it’s not editable. You can only see it.
14363-
So, why in PhatEditor, you/we can’t type transform/rotation/size parameters manually?

It used to be matrix, so it wasn’t easy to do, but still we use quaternion for rotation, so we need to customize for that first.

I looked through code, and we support convex for bodyshape, so importing also sounds feasible. I’m adding TTP for both of the issues.

Thanks,

–Lina,