Graphics Reference
In-Depth Information
7. After you have parented all the objects, set their boundary types. First, set hull1 as a Dynamic Rigid
Body actor with boundary type Convex Hull and with Compound enabled (see Figure 8-43 ) . Set hull2,
hull3, and hull4 to have Convex Hull bounds. Finally, set the glass object to be a Static Triangle Mesh.
8. After you've set these values, set up your ball and glass where you want them at the beginning of the
simulation. Use hull1 to move the glass object around. You can preview the simulation in the game en-
gine quickly by pressing P and record the animation in the ordinary way.
 
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