Edit points of collision shape

Got a question about editing vertices on rigids created from joints. These default to a Capsule shape type which isn’t “real” geometry, but rather a pure mathematical construct with support for length and radius. You can think of it like what the Maya capsule is built from, that polyCylinder node.

In order to edit the geometry like normal Maya geometry, they’ll need to be converted into geometry first.

  1. Create Maya geometry (e.g. a polyCylinder)
  2. Connect pCylinderShape1.outMesh to rRigid.inputMesh
  3. Switch rRigid.shapeType to Mesh

Here’s a video of that process.