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Rotating StaticShape in WorldEditor fails to update Collision correctly (PhysX) T3D 1.2

by John "Mythic" Henry · in Torque 3D Professional · 12/23/2011 (6:27 pm) · 5 replies

Version T3D 1.2 With PhysX enabled Fps Tutorial
Test with Vanilla Tutorial does the same...

To Duplicate..
Done in Milkshape3D. Latest version.

Create a simple RoadObj, 3 Box Meshes (Road surface with 2 Edges [sidewalk])
Each Mesh a simple name [boxA16 boxB16 boxC16]
Create 3 Versions of the RoadObj, 2 Collision Versions and one without Collision

1st Collision: 3 Collision meshes Exact Duplicates of the 3 Boxes named collision-1/-2/-3
2nd Collision: 1 Collision Box covering Just the road surface collision-1
3rd Collision: 0 Collision Boxes, set it to visiblemesh

Now Export them each as DAE from MS3D and drop in the shapes dir..
Materials DON'T matter at this point, just set it to some material so it loads warningmat

Now go into world editor of the Fps Tutorial with PhysX enabled.. (Blank Terrain)
Goto Shape Editor and load each RoadObj as trailingnumber [Dae]

(Dont't forget to set the 3rd one to visibilemesh collision)

Return to Worldeditor and place the new RoadObj pieces.

Play the level...
Verify Collision is working on all 3 which it will be.. No issues yet.

Return to Worldeditor..
Select each RoadObj piece
and set rotation to 90 degs any dir (or just manually rotate em)

Play the level...
Notice the Collision is NOT working properly!

Any Ideas or suggestions?

#1
12/23/2011 (9:13 pm)
Try reloading level as shape may not dynamically update collision object. Not sure if there is a way to force it.
#2
12/23/2011 (11:42 pm)
tried that, still doesnt properly update the collision of object
even after restarting game from scratch.
#3
12/24/2011 (12:39 am)
Interesting..
For good measure I exported the object as a Dts Plus and it seems to be working
better, but its still intermittent on the Physics if it gets rotated in editor.

Remember this is with a Vanilla (Unchanged code) of the Fps Tutorial with the PhysX
added and initialized.

This is easy to reproduce, don't need to even provide the art. Just use MS3D and
create any basic shape with Collision then rotate it in the Editor.
#4
12/24/2011 (1:00 am)
After some more testing and changing it looks like the Dae export from MS3D
is the issue. Exporting as DTSPlus seems to avoid the issue.
#5
12/29/2011 (7:20 am)
I think same. I got also a lot problems, by try out collada export in MS3D. May better to just use the DTS exporter, with this it work all very well. Really bad they dont make more updates in MS3D. I like Milkshape, about is simply to learn, cheap to buy, and you can do most models you need in your game. I also have some character made in MS3D.