Item + Collision + Animation + Physics problem - HELP
by Kuju Manila · in Torque Game Engine · 12/06/2006 (1:29 am) · 0 replies
Hi. My artist and I are having trouble with out exported objects and the behavior they exhibit in TGE 1.5.
We created a 3D model in 3ds max which has a single animation using bones, and a collision mesh. We exported that model in a single mice.dts file.
We've exported numerous amount of times already using the old and new exporters (1.5). Each export of the object produces different combinations of these errors:
1) On mission editor, when I instantiated a new Item object using the mice.dts file, which is static set to false, does not fall on the ground or exhibit any of the physics that non-static Items normally have.
2) Wrong dynamic shadows (in our tests, it used the ugly collision mesh as a shadow, not the actual mesh) or no shadow at all.
3) On some occasions, we exported the object successfully but shows exhibits the problem stated in #2 and for some reason while it falls down it goes to a certain direction (note that we didn't apply any velocity) . Strange thing is we used another DTS file with no bones and just have a simple collision box and it does what is expected. But, whenever we change shapeFile back to the exported dts file it fails.
4) There also instances where it displays errors like this on the console:
Collision mesh names should start with Col or LOSCol
What's wrong?
I am now wondering if the physical properties of the object would also consider the object's size?
We created a 3D model in 3ds max which has a single animation using bones, and a collision mesh. We exported that model in a single mice.dts file.
We've exported numerous amount of times already using the old and new exporters (1.5). Each export of the object produces different combinations of these errors:
1) On mission editor, when I instantiated a new Item object using the mice.dts file, which is static set to false, does not fall on the ground or exhibit any of the physics that non-static Items normally have.
2) Wrong dynamic shadows (in our tests, it used the ugly collision mesh as a shadow, not the actual mesh) or no shadow at all.
3) On some occasions, we exported the object successfully but shows exhibits the problem stated in #2 and for some reason while it falls down it goes to a certain direction (note that we didn't apply any velocity) . Strange thing is we used another DTS file with no bones and just have a simple collision box and it does what is expected. But, whenever we change shapeFile back to the exported dts file it fails.
4) There also instances where it displays errors like this on the console:
Collision mesh names should start with Col or LOSCol
What's wrong?
I am now wondering if the physical properties of the object would also consider the object's size?