Shape Editor and Collision Meshs
by Malcolm · in Torque 3D Professional · 11/08/2011 (9:25 pm) · 6 replies
Hi guys,
I'm new to T3D and I love what I'm seeing so far, it's much easier than the older Torque engines to get something up and running and more importantly it can use Collada models.
I've been playing around with the shape editor and I was wondering whether it is possible to add collision meshs to an object of various boxes and locations from within the editor. In the collision area I changed my model to use poly soup however this appears to slow things right down.
It's a building model which I've scaled quite large in order to be large in the engine and I need my guys to be able to walk around the streets and such however with the shapes natural collision detection as a large box around it they can't get into the building streets. I changed it to use Poly soup however this creates way too much issues and makes the guy slow right down and take a step every 10 seconds which is a bit slow. It does allow him to walk around the city though but I need a better solution.
Is there a way I can create a number of square collision boxes from within the Shape Editor? If so I'd appreciate a method to use.
I'm new to T3D and I love what I'm seeing so far, it's much easier than the older Torque engines to get something up and running and more importantly it can use Collada models.
I've been playing around with the shape editor and I was wondering whether it is possible to add collision meshs to an object of various boxes and locations from within the editor. In the collision area I changed my model to use poly soup however this appears to slow things right down.
It's a building model which I've scaled quite large in order to be large in the engine and I need my guys to be able to walk around the streets and such however with the shapes natural collision detection as a large box around it they can't get into the building streets. I changed it to use Poly soup however this creates way too much issues and makes the guy slow right down and take a step every 10 seconds which is a bit slow. It does allow him to walk around the city though but I need a better solution.
Is there a way I can create a number of square collision boxes from within the Shape Editor? If so I'd appreciate a method to use.
About the author
Game building is my hobby, I would love to make it my career one day with Torque.
#2
Ideally you create collision meshes as part of the model, though of course you can also add proxies later using Shape Editor.
PolySoup/Visible Collision works best on square-ish shapes mesh faces which are spread quite large/wide. Each mesh face reports collision, so if you have a mesh with many small faces, all those in contact with a playerModel will be reporting collision at the same time.
If you haven't already, check out the Documentation "Artists' Section" as there is information on how Torque and art assets use collision there.
11/10/2011 (7:31 am)
Congrats on figuring out the answer yourself, nice to see people being resourceful. :)Ideally you create collision meshes as part of the model, though of course you can also add proxies later using Shape Editor.
PolySoup/Visible Collision works best on square-ish shapes mesh faces which are spread quite large/wide. Each mesh face reports collision, so if you have a mesh with many small faces, all those in contact with a playerModel will be reporting collision at the same time.
If you haven't already, check out the Documentation "Artists' Section" as there is information on how Torque and art assets use collision there.
#3
11/10/2011 (11:14 am)
Polysoup/Visible Collision simply makes it easy to drop models into Torque and have collision. Building the shape such that it contains collision meshes as part of the model is more optimal in the long run.
#4
Thanks Michael for your insights also.
11/10/2011 (4:06 pm)
Thanks Steve I'll check out that Documentation tonight when I get home. Thanks Michael for your insights also.
#5
Steve @ "Ideally you create collision meshes as part of the model, though of course you can also add proxies later using Shape Editor."
With this in mind I've added box meshs into my model call ColA-1 etc... I've read through all the torque import collision documentation over and over and I'm not sure I'm doing the import correctly.
I've tried to use the technique that follows the dts tree and specifying collision meshes because I couldn't get my collision meshes working the any other way.
After creating the internal collision meshs mentioned above as a series of box meshes in the model when I import my shape into t3d there is no collision and I can't seem to get the collision meshes working.
Does anyone have any advice on how to structure my models so they import correctly into t3d with collision meshes working? The documentation on it has confused me as I can't see any clear cut way of naming and setting up my scene other than the limited examples. I might need some advice on how to structure my model and how to make each of the boxes work as a collision.
My current DAE hierarchy is as follows:
base01
+start01
++bounds
++FirstFloor01
++ColA-1
++ColB-1
Etc..
Thanks Mal
12/30/2011 (11:06 pm)
Hi guys, I've struck a major problem that I've been on for days with various failures to get my collisions working. Steve @ "Ideally you create collision meshes as part of the model, though of course you can also add proxies later using Shape Editor."
With this in mind I've added box meshs into my model call ColA-1 etc... I've read through all the torque import collision documentation over and over and I'm not sure I'm doing the import correctly.
I've tried to use the technique that follows the dts tree and specifying collision meshes because I couldn't get my collision meshes working the any other way.
After creating the internal collision meshs mentioned above as a series of box meshes in the model when I import my shape into t3d there is no collision and I can't seem to get the collision meshes working.
Does anyone have any advice on how to structure my models so they import correctly into t3d with collision meshes working? The documentation on it has confused me as I can't see any clear cut way of naming and setting up my scene other than the limited examples. I might need some advice on how to structure my model and how to make each of the boxes work as a collision.
My current DAE hierarchy is as follows:
base01
+start01
++bounds
++FirstFloor01
++ColA-1
++ColB-1
Etc..
Thanks Mal
#6
I recently got my hands on some DexSoft art and would like to know if I can use the shape editor to create collision using the model's LOD levels? These content packs are fantastic, but only a handful of them have DTS with collision. That's an issue for me as all the content I want from those guys is to be walked on/in.
I'm thinking I can fool the engine into treating a LOD level as a collision mesh. Can I do this from within the shape editor?
Dan
01/06/2012 (8:01 pm)
Rather than create another thread, I'll ask this here as this looks like a good place for it.I recently got my hands on some DexSoft art and would like to know if I can use the shape editor to create collision using the model's LOD levels? These content packs are fantastic, but only a handful of them have DTS with collision. That's an issue for me as all the content I want from those guys is to be walked on/in.
I'm thinking I can fool the engine into treating a LOD level as a collision mesh. Can I do this from within the shape editor?
Dan
Torque Owner Malcolm
Project Alpha
You use a proxy collision mesh with low poly count in your modelling application.
You create a low poly mesh making sure it is collidable, and turn off the default collision mesh of the main high poly model.
Then attach the proxy low poly collidable mesh to the main high poly one and export to collada.
That way you don't have to rely on the poly soup equivalent which, while fast will slow things down with high detail collision meshes.