Problem with collision on StaticShape
by Manuel M · in Torque 3D Professional · 08/08/2010 (11:13 pm) · 7 replies
Hi all!
I have a small problem with the collision on StaticShape. I have create a sphere and I have imported it in Torque 3D. Then, I created a StaticShape with "Datablock editor" and I have added this shape in the scene. The problem is that my sphere don't have collision! Why might this be due? How I can select the collision type (sphere collision, box collision, polygon collision, etc.)?
EDIT: The code of datablock is:
I have a small problem with the collision on StaticShape. I have create a sphere and I have imported it in Torque 3D. Then, I created a StaticShape with "Datablock editor" and I have added this shape in the scene. The problem is that my sphere don't have collision! Why might this be due? How I can select the collision type (sphere collision, box collision, polygon collision, etc.)?
EDIT: The code of datablock is:
datablock StaticShapeData(MySphereObject)
{
shapeFile = "art/shapes/custom/MySphere.dae";
category = "Dynamic Shapes";
};
#2
About the artist documentation, I had not gone to that section. From now on, I will look better before create a new thread.
Thanks one more time!
08/09/2010 (1:04 am)
I had thought that the collision was created from Torque 3D.About the artist documentation, I had not gone to that section. From now on, I will look better before create a new thread.
Thanks one more time!
#3
Using StaticShapes, RigidShapes, Items, Vehicles, all things that you can interact with, will require that your shape be built with collision meshes.
08/09/2010 (1:11 am)
Quote:If you place your object as a TSSTatic (not the same as StaticShape and doesn't require a datablock but has no script callbacks or interaction) through the Meshes tab in the SceneTree Library you can select a collision type from within the editor: bounds, collision mesh (only if it has one), none, and visible mesh. Selecting visible mesh will give your object polysoup style collision where the collision representation is the same as your mesh, although actual collision meshes (convex volumes) would give better performance.
I had thought that the collision was created from Torque 3D.
Using StaticShapes, RigidShapes, Items, Vehicles, all things that you can interact with, will require that your shape be built with collision meshes.
#4
08/09/2010 (3:47 pm)
yes.. for easy and not access on object use the "Visible Mesh" collision in the Object Editor window. Collision requires several polygons and good adaptation to the shape of the object to operate good, especially if the object is large and have many corners. The visible collision is automatic and works flawlessly.
#5
08/09/2010 (7:01 pm)
Keep in mind visible collision does work well - but also will have much worse performance than almost any other collision method. So while it's great for getting things in, as performance becomes an issue (and in any reasonably complex scene it will at some point) replacing those with proper collision meshes (convex hulls or collections of simple shapes) can be a nice savings.
#6
I like being able to say this without somebody facepalming :)
08/09/2010 (7:32 pm)
Quote:Look in the Support->Documentation->Artists section of the site for info
I like being able to say this without somebody facepalming :)
#7
Thank you very much again!
08/09/2010 (11:25 pm)
Ok, thanks to all!Quote:If you place your object as a TSSTaticYes, I know, so I thought that StaticShape that was equal in this aspect. I'm downloading some video tutorials for know how to export the collision from Blender.
Thank you very much again!
Associate Steve Acaster
[YorkshireRifles.com]
Look in the Support->Documentation->Artists section of the site for info on modelling. Also check the T3D documentation for it's own artist's guide.