Home › Forums › Creative Content › Physics Geometry Creation Process (Max -> PhysX) This topic has 0 replies, 1 voice, and was last updated 13 years, 1 month ago by Anonymous. Viewing 0 reply threads Author Posts December 10, 2007 at 11:07 pm #6425 AnonymousInactive Hi all, I’m currently on the hunt for "Artist-Friendly" Physics Editors. At the moment I’m reviewing Scythe (standalone editor), as well as the PhysX exporter for 3DS Max, and also FizX. http://fizxscene.com/?page=FizXScene&lang=en Tool chain is Max, PhysX/NxOgre, Ogre. There is plenty of documentation for parsing in the Collada streams, etc for the programmers, but not many guides on the asset creation process (screen-shots, video tutorials, etc.) for artists. Anyone input or pointers on setting up the joints/constraints, chassis/wheels, banked tracks would be greatly appreciated. (Or pointers to documentation is equally appreciated.) Thanks, B. Author Posts Viewing 0 reply threads The forum ‘Creative Content’ is closed to new topics and replies.