GMK + T3D + Collada
by Roland Stralberg · in Game Mechanics Kit · 09/19/2009 (6:00 pm) · 4 replies
GMK 1.2.3
T3D Beta 5
Hi.
I can't get collision with player to work with GMK objects (PhysX) when
the objects are of collada (.dae) type.
My test was simplest possible. I made a simple cube in Modo and
exported to Collada format.
Without making a GMK object it works as supposed in T3D.
I set "Collision Type" to "Visible Mesh" and the player
wont run though the cube, as expected.
Now if make my Cube as a GMK Physics object it shows up OK
and collisions with other objects works perfectly. But now
the problem is that now this object is not sensible to collisions
with the player anymore. The player just runs through the "GMK" cube.
If I thrown another cube or object at it, it will bounce away as expected.
So either there is something wrong with using collada objects in GMK or
I might doing something wrong.
Oh. And the player collides ok with the sample object from GMK but
they are DTS objects and not collada.
To clear this out.
Is GMK Ok with Collada objects (which have no collision box)?
T3D Beta 5
Hi.
I can't get collision with player to work with GMK objects (PhysX) when
the objects are of collada (.dae) type.
My test was simplest possible. I made a simple cube in Modo and
exported to Collada format.
Without making a GMK object it works as supposed in T3D.
I set "Collision Type" to "Visible Mesh" and the player
wont run though the cube, as expected.
Now if make my Cube as a GMK Physics object it shows up OK
and collisions with other objects works perfectly. But now
the problem is that now this object is not sensible to collisions
with the player anymore. The player just runs through the "GMK" cube.
If I thrown another cube or object at it, it will bounce away as expected.
So either there is something wrong with using collada objects in GMK or
I might doing something wrong.
Oh. And the player collides ok with the sample object from GMK but
they are DTS objects and not collada.
To clear this out.
Is GMK Ok with Collada objects (which have no collision box)?
#2
Yes of course. I will do that tonight.
I'm at work now and haven't any access to the files.
Thanks
09/22/2009 (9:50 am)
Hi YuriYes of course. I will do that tonight.
I'm at work now and haven't any access to the files.
Thanks
#3
I've finally looked at your problem.
It's not related neither to Collada nor to GMK.
It's Torque general issue of dynamic objects collision.
GMK physic object class is inherited from ShapeBase class so you have to add Torque Collision shapes to it to make it collidable just like any other dynamic object.
But when you place your cube as Static Item, Torque can generate physics collision by mesh, that's why it works.
10/13/2009 (4:08 pm)
Hi Roland,I've finally looked at your problem.
It's not related neither to Collada nor to GMK.
It's Torque general issue of dynamic objects collision.
GMK physic object class is inherited from ShapeBase class so you have to add Torque Collision shapes to it to make it collidable just like any other dynamic object.
But when you place your cube as Static Item, Torque can generate physics collision by mesh, that's why it works.
#4
My intention in the end is to use Torque collision shapes anyway
so I'm happy with that.
Thanks
10/13/2009 (4:11 pm)
Ok I see. My intention in the end is to use Torque collision shapes anyway
so I'm happy with that.
Thanks
Torque Owner Yuri Dobronravin
Logicking
Could you please send me a exported files and scripts to logicking@logicking.com. I will test it myself.