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3DS Max collision mesh convertion into PhysX actor

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Hello there, I wonder if someone could help with this subject.

I want to create a model in 3Ds Max and a collision mesh (made of primitives, ie boxes and spheres) that will accompany it. And then export it so that PhysX will use collision mesh to create an actor.

How would I decompose and make this PhysX Actor from a primitives? Thanks in advance!

I want to replace PxConvexMesh/PxTriangleMesh with this primitives, so it will increase overall performance of PhysX.

This video shows what I'm looking for:

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