Game Development Community

DTS Character Collision Error

by Matt Yopp · in Artist Corner · 12/19/2007 (5:46 pm) · 4 replies

What's up everyone. I've got a bit of a problem. I'm currently trying to set up my own created character inside of Torque but when I export my DTS I'm getting the weirdest bug when it comes to my character's collision box. The character exports just fine (minus the animations which I have yet to create), shows up in Showtools seemingly fine, yet when I go into my game, his collision box doesn't start at his feet, it starts at where his root node is located. I have no clue why this is. I made sure not to export the Bip01 or include it in my skin hierarchy. I'll include some screens to give everyone a better idea of what I'm talking about. If I could just get this to work, things will be working a lot smoother overall. Again, any help is welcome and I thank you all for your consideration!

img135.imageshack.us/img135/691/3dmodelaf4.jpg3D MAX view

img149.imageshack.us/img149/5828/showtoolsrw9.jpgShowtools view

img167.imageshack.us/img167/7672/ingamejh9.jpgIn game view

#1
12/19/2007 (6:02 pm)
Make sure you put the pivot of the bounds box in max at the ground.
#2
12/19/2007 (6:15 pm)
OOOOOOOOH that could very well be my problem!! Thanks alot Magnus.... gah I appreciate the awesome speedy reply to the message, THANKS!!!
#3
12/19/2007 (6:22 pm)
You're a genious Magnus, that worked BEAUTIFULLY.... thank you again so much man!!
#4
01/08/2009 (2:02 am)
I have a similar problem, however my character goes upward. In showtool the character stands perfectly on the floor, but as soon as I attached the forward.dsq he jumps up and oddly enough turns 90degrees (without taking the cam node with him)

Any thoughts for that one?! I have tried adjusting the 'Bip01 Footsteps' node, with no luck!

~C
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