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[Bug V1.0.1] Collada Vehicle

by Randy Hearn - Magnum · in Torque 3D Professional · 10/20/2009 (1:31 am) · 9 replies

Listing as a bug but may not be. I have a vehicle that is imported but when I place it the model bounces on the ground and goes off in various directions sometimes flipping and falling through the terrain.

Using the default vehicle datablock just changing out the shapefiles.

The regular buggy of course does fine, just when exporting as collada.

I had switched to DTS but would really prefer to use the collada if I can get it working like ti should.

About the author

Technical Product Designer (Mechanical Design) for Boeing for over 25 years working with CAD and PLM systems. I have a Associates Degree in Business and a partial B.S. in Game and Simulation, just couldn't see paying the costs for some of the classes.


#1
10/21/2009 (4:10 pm)
COLLADA(no matter what some say) isn't as perfects as they would like you to believe. I keep 3 different versions of the COLLADA exporter in MAX separate so that in-case I have problems I try one of the other versions that may work better in this type of object handling. I get strange result sometimes from COLLADA models, try seeing if you can find some different versions, I will post a couple if you have trouble finding them, it may be worth a shot anyway.
#2
10/21/2009 (6:11 pm)
I appreciate it but trying different Collada versions is not going to tell me a whole heck of a lot. If I can understand what this problem is I can probably correct it on import. Plus,I am getting models from artists all over in Collada format and I should be able to import and create a DTS with no issues.

From debugging it appears there may be problems with the import determining what the collision mesh is.

#3
10/22/2009 (1:06 am)
Got it!

Turns out I was working from my models that were configured for DTS export and the originals were rotated. They do not need to be rotated for Collada as it will cause the engine to crash.

So... Exported out in about 5 mins!

So for me. Collada is a little easier than DTS. I don't have to rotate the objects. Just use them as they are placed in the default orientation.
#4
10/22/2009 (5:00 am)
@Randy - If you have a Collada file which causes a crash you should post it so we can investigate. It should never crash.
#5
10/22/2009 (1:10 pm)
I can't post the model, but I can send direct. I did send a copy to Chris. I think I still have it if you want me to send to you as well or I can easily recreate it.

But... It does not crash when importing Collada.. it crashes when building the wheeled vehicle.

I no longer leave my Collada files in the scripts for that reason. I call up a vanilla T3D (with Buggy as default). Convert the collada, then move it to another project to build the vehicle. Just easier for me that way.





#6
10/22/2009 (2:48 pm)
Ahh you see I have had a similar situation, well getting COLLADA models from different sources, and I have had to just re-export them for use because they were saved in a format that didn't work with Torque.

If you do find out more info on the crash please post about it if you get a chance, I use as much COLLADA as possible because of the ease of entry into Torque3D
#7
10/22/2009 (6:47 pm)
Will do...

When Collada works. It is good. Rigged and exported by Collada in about 5 minutes.

#8
10/25/2009 (10:35 pm)
Just to close the loop on this one. The crash that occurred when using the Collada model as a WheeledVehicle was because the model did not include a collision mesh (which is required by WheeledVehicles). T3D was not checking that such a mesh existed before it tried to use it => crash.

I have added an explicit check for missing collision meshes to the WheeledVehicle code so you will get a console error instead of a crash in this case.
#9
10/26/2009 (1:52 am)
Ahhh Chris...FYI.... In reference to the email.... I sent you the file that was crashing T3D. In this case I got the buggy to import, it simply would bounce all over creation and then fall through the terrain.

This is actually the situation where the orientation fixed the model bouncing everywhere...

But you are right, in the other thread is where I failed to include the collision mesh for some strange reason:)