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Physics Objects:
Connecting a main child physics type such as an Actor does nothing until it has
a descriptor channel, AND, it is called. Calling occurs the first time you run the
channel group in the animation window.
When it is called, the actual physics object for an Actor will be created. So long
as the Actor remains connected the Actor channel will manage the physics object.
An Actor cannot be created unless there is a Core and a Scene channel present and
created.
If you disconnect, again for example an Actor; that physics object has not been
deleted, it is there until the Actor channel itself is deleted in Quest3D.
You can reconnect the Actor as you would other Quest3D channels.
You should however, for quality and process, delete channels that you no longer
need, certainly before publishing.
At runtime, the Actor is created on the first call to the Actor channel. It is retained
unless there is a command to delete an Actor (not currently permitted in PhysXforQuest).
You can call 'Clear Actor' (see: Actor Commands: Actor Command) this will set the
Actor channel to empty. This will only be allowed if the Actor is NOT an 'Initial
Creator'. Check the Actor dialog to get the state of 'Initial Creator'.
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