Thanks Ales,
I’m trying to wrap my head around this. I normally use action graph for my coding with some custom functions in script node.
currently I’ve used a cube but its still only picking up the origonal values and not the dynamic values.
If I go into the usda my code is as follows.
def Mesh “custom_mesh_trial” (
prepend apiSchemas = [“PhysicsCollisionAPI”, “PhysxCollisionAPI”, “PhysxTriangleMeshCollisionAPI”, “PhysicsMeshCollisionAPI”, “PhysxCookedDataAPI:triangleMesh”]
float3 extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
I think this line is doing the box colloison?
int faceVertexCounts = [4, 4, 4…]
This is coming from my write data in action graph
int faceVertexIndices = [0, 1, 21…]
Same again from write in action graph
normal3f normals = [(0, -1, 0),…]
not sure how thats generated
interpolation = “faceVarying”
uniform token physics:approximation = “none”
bool physics:collisionEnabled = 1
uchar physxCookedData:triangleMesh:buffer = [7, 157, 205,…]
The triangle data is massive so i take it its coming from the meshpoint data and vertex data.
point3f points = [(-1003.41095, -940.0192, 1248.7394),
Just my points in for the mesh, feeding these in via action graph via the write function
float2 primvars:st = [(1, 0), (0, 0),]
Not sure about this data
interpolation = “faceVarying”
Here is the connections im using in action graph. these do work as the mesh visual element is correct
and you can see the incorrect collisions
![wrong collsions](https://global.discourse-cdn.com/nvidia/original/3X/5/c/5c75ed0b6419fbf27451fd62996df1822d33fb1a.png)
Like i mentioned previously I’m a coding novice. I dont mind writting code in the usda if required.
I also tried changing the phsyics settings to covex hull, the data was still incorrect.
Any help here would be great, I’m struggling with this and its the end of a long process working on this problem…
thanks again
Scott