From 1e887d827e65a084a0ad0ba933c61a8330aeee07 Mon Sep 17 00:00:00 2001 From: Bryan Galdrikian Date: Mon, 28 Aug 2017 13:55:34 -0700 Subject: Candidate 1.1 release. * SampleAssetViewer now unconditionally loads the commandline-defined asset. * Better error handling in AuthoringTool (stderr and user error handler). * More consistent commandline switches in AuthoringTool and ApexImporter (--ll, --tx, --px flags). * NvBlastExtAuthoring ** Mesh cleaner, tries to remove self intersections and open edges in the interior of a mesh. ** Ability to set interior material to existing (external) material, or a new material id. ** Material ID remapping API. ** Rotation of voronoi cells used for fracturing. * Fixed smoothing groups in FBX exporter code. * Impulse passing from parent to child chunks fixed. * Reading unskinned fbx meshes correctly. * Collision hull generation from fbx meshes fixed. * Win32/64 PerfTest crash fix. --- docs/api_docs/files/pagesampleassetviewer.html | 15 +++++++++++---- 1 file changed, 11 insertions(+), 4 deletions(-) (limited to 'docs/api_docs/files/pagesampleassetviewer.html') diff --git a/docs/api_docs/files/pagesampleassetviewer.html b/docs/api_docs/files/pagesampleassetviewer.html index d70eb79..252f66f 100644 --- a/docs/api_docs/files/pagesampleassetviewer.html +++ b/docs/api_docs/files/pagesampleassetviewer.html @@ -21,13 +21,20 @@

SampleAssetViewer

The windows-specific bin subfolders contain the application SampleAssetViewer.exe.

-This application can load model file sets (.blast, .obj, .collision) that are generated by the ApexImporter or AuthoringTool tools.

+This application can load model file sets that are generated by the ApexImporter or AuthoringTool tools. A valid file set for this sample is one of the following:

+

    +
  1. An ExtPxAsset file and a graphics file:
      +
    • .blast file: contains the Nv::Blast::ExtPxAsset which stores collision hulls in addition to Blast data. Here you must use the --px option in when exporting from ApexImporter or AuthoringTool.
    • .obj or .fbx file: stores the graphics data.
    +
  2. An NvBlastAsset or TkAsset file, and a graphics + collision file: +
+

Loading a Destructible Model

-To load a specific file set, make sure the .blast, .obj, and .collision files all have the same name (except for extension). Then use the commandline options

+To load a specific file set, make sure the all files in the file set (described above) have the same name (except for extension). Then use the commandline options

--t PATHNAME -n ASSETNAME -p X Y Z -r AX AY AZ ANGLE
+-t PATHNAME -n ASSETNAME -p "X Y Z" -r "AX AY AZ ANGLE"
 

-Here, PATHNAME is the path to the directory containing the three (.blast, .obj, .collision) files. ASSETNAME is the common name of those files. (X, Y, Z) is the translation to give to the actor that is created. (AX, AY, AZ, ANGLE) is the rotation axis and angle (in degrees) to apply to the actor.

+Here, PATHNAME is the path to the directory containing the {.blast, .obj} or {.blast, .fbx} file set (described above). ASSETNAME is the common name of those files. (X, Y, Z) is the translation to give to the actor that is created. (AX, AY, AZ, ANGLE) is the rotation axis and angle (in degrees) to apply to the actor.

Loading Multiple Destructible Models

To load multiple destructible models, use a config file. The viewer reads .xml config files, which you can select using the command line argument

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