Static mesh triangulation ?
Posted: Thu Oct 04, 2012 8:03 am
Hello Norbo!
As I am importing my FBX to my Sunburn editor, everything is displayed fine. But as soon as I convert my track to a static mesh, and wireframely debug draw it, some vertices seem to out of control .. but mesh draws fine.. I think that also affects the physics collisions.. Please have a look:


I have told my artist to triangulate the mesh in Maya and that didnt help.. What could be the reason ? Anything I should know about the mesh structure for a static mesh ?
PS Edit: Strangely enough, if I just use the stripped down version of BEPU in Sunburn the mesh structure seems to be drawn correct with the physics debug render manager:

Best rgds,
CS
As I am importing my FBX to my Sunburn editor, everything is displayed fine. But as soon as I convert my track to a static mesh, and wireframely debug draw it, some vertices seem to out of control .. but mesh draws fine.. I think that also affects the physics collisions.. Please have a look:


I have told my artist to triangulate the mesh in Maya and that didnt help.. What could be the reason ? Anything I should know about the mesh structure for a static mesh ?
PS Edit: Strangely enough, if I just use the stripped down version of BEPU in Sunburn the mesh structure seems to be drawn correct with the physics debug render manager:

Best rgds,
CS