

- Add exporter to physicseditor how to#
- Add exporter to physicseditor install#
- Add exporter to physicseditor drivers#
- Add exporter to physicseditor software#
I think everyone should be clear about the rest.

Next, save this file, it is a plist格 type, open it with a Notepad++, find the position of a dot array below, The new version of the physics system binds the Body to the center of the picture when setPhysicsBody Position, so the body area we draw in PhysicsEditor also needs to set the anchor point at the center point, or go back and set the offset offset when creating the body.Īs shown in the figure below, set the key points to (0.5, 0.5). When you select, you will see an extra point in the picture, that is the position of the anchor point, so the next step is to set the position of the anchor point. On the right Exporter select "Chipmunk generic" because the vertices of the polygon encapsulated by cocos come in a clockwise direction, which is different from box2d, which is in the opposite direction. VcfQzsf40/LArbP2wLSjrM/x1eLR+aOsPC9wPgo8cD48aW1nIHNyYz0="" alt="\">Įven if the positions of several points of the polygon are completed, the following steps are very important. Open PhysicsEditor, import a polygon, let’s take a triangle surgery first, after importing the picture, select add polygon at the top
Add exporter to physicseditor how to#
Not much to say, see how to use PhysicsEditor to create a polygon. All box2d body shape are Polygon related shapes :( Below I just wanna use a specific shap. Select the plunger image on the leftmost pane and click the Add polygon button. I am a beginer of BOX2D, and I found I don't know how to CREATE a user-difined body from specific sprite.

PhysicsEditor was used before Box2d's native code to create polygons is quite easy to use, and it is not suitable now, so the usage in this article is also based on it. PhysicsEditor can export to several game engines, supports both Box2D and. There is VertexHelper under Mac that can easily get each point of the polygon, and then create it, but under Windows, uh, I did not find any good tools. The trouble with polygons is the position of each point. Many of them create circles and rectangles. For those basic concepts, online tutorials have been flooded, so I won’t say more, but there are really not many tutorials for creating polygonal objects. After a period of exposure, I still feel good. In this case, the only you can do is to ask for assistance of a professional staff.I don't need to say more about the new physics system of Cocos2d-x 3.0.
Add exporter to physicseditor install#
The first thing you probably want to do is to install the exporter. This section of the documentation will show you, how to export i3d files with the I3D exporter plugins in Autodesk Maya. The GIANTS Editor and the GIANTS Engine can only load i3d files. If the problem with the ZM file has not been solved, it may be due to the fact that in this case there is also another rare problem with the ZM file. To generate i3d files of your 3d-models you can use the exporter plugin for Autodesk Maya. If you are sure that all of these reasons do not exist in your case (or have already been eliminated), the ZM file should operate with your programs without any problem.
Add exporter to physicseditor drivers#

Corruption of a ZM file which is being opened.There may be other problems that also block our ability to operate the file.
Add exporter to physicseditor software#
The inability to open and operate the ZM file does not necessarily mean that you do not have an appropriate software installed on your computer. Possible problems with the ZM format files
