New Simulation system: the Compound Collision Shape is no longer available?
-
I am trying to use the new Rigid body tag to create ragdolls. My plugin was using the old Bullet Dynamic body tag for this task. And it worked well. But now after new Simulation system has been presented clients start asking about using GPU for ragdolls, which should be much faster.
Also new Simulation System was added the possibility when a Connector object has became to be able to connect two objects under a new SimSystem. And even in the Ragdoll mode.
So it is pretty logical to use new physics to create ragdolls. And even the crowd of ragdolls which with old bullet physics worked slow due its known limitation. So the new Simulation system potentially could be a salvationAnd I was thinking it will require just to replace the old Bullet Dynamic body tag to a new Rigid body tag.
But what I've found - there is not option in new system to use the Rigid body tag with the compound collision shapes anymore. There is only a "Hierarchy merge level" option, which does not do the same.
Am I right? It is not possible to use the new RB-tag for compound shapes?
Old bullet tag worked in a way when I: 1) put DB-tag on a Joint object, 2) added the mesh collider shape under the Joint as its child and 3) set DB-tag as a Compound collision shape to consider joint and its child as a physical object.A new Simulation System does not allow this workflow anymore? Is this a missing feature?
Or if there is a some way I can code it to achieve the desired result, then how to do this?PS. File-example: physics-comparison.c4d
-
Is it something too complicated what I am asking?