Animated collision mesh?
by Dianna Xu · in Artist Corner · 05/01/2007 (9:27 pm) · 3 replies
Is it possible to have collision meshes around animated parts of a StaticShape? I have tried attaching the collision mesh to the joints in the animation sequence, but the collision mesh remains unanimated.
If the above is not possible, then how is coldet achieved with static shapes that have animated moving parts?
If the above is not possible, then how is coldet achieved with static shapes that have animated moving parts?
#2
@Stephen, if you're still out there,
Are you saying that Kork's collision mesh (Col-1) isn't animated? If that is correct, can you explain how the Kork or Player collision mesh works? Is there one mesh around the torso, one around the pelvis, one around each arm part, each leg part, etc... I guess I could see that, with a limit of Col-9, right?
Even though each mesh was static, the transform and rotation would have to be dynamicly movable...
(Tony ponders this a moment... deep in thought...)
I really need someone to explain how Kork (or Player) has the mesh system set up.
Thanks!
Tony
04/07/2009 (6:04 am)
Bumping a very old thread...@Stephen, if you're still out there,
Are you saying that Kork's collision mesh (Col-1) isn't animated? If that is correct, can you explain how the Kork or Player collision mesh works? Is there one mesh around the torso, one around the pelvis, one around each arm part, each leg part, etc... I guess I could see that, with a limit of Col-9, right?
Even though each mesh was static, the transform and rotation would have to be dynamicly movable...
(Tony ponders this a moment... deep in thought...)
I really need someone to explain how Kork (or Player) has the mesh system set up.
Thanks!
Tony
#3
...in the datablock, look for the member field assignment statement of the player.cs script
...this is your "player" collision mesh. If you wish to adjust it, you would do so here, not with any primitive geometry.
04/07/2009 (6:33 am)
The Collision mesh for the Player object is setup in the PlayerData datablock. There is no geometry in the player dts object corresponding to 'collision'. For static shapes, Items, etc...they would get 'collision' and 'LOScol', geometry AND markers, telling the exporter these are special geometry objects, don't render them, but calculate collisions....in the datablock, look for the member field assignment statement of the player.cs script
boundingBox = "1.2 1.2 2.3";
...this is your "player" collision mesh. If you wish to adjust it, you would do so here, not with any primitive geometry.
Torque 3D Owner Stephen Zepp
There are a couple of different techniques, from breaking down your object into sub-objects, each with their own non-animated collision hulls, to having invisible "helper objects" that simply provide collision, but it's not the simplest task in the world to do and still have good performance.