Vertex Snapping in Torque 3D World Editor?
by ReidKimball · in Technical Issues · 11/09/2010 (4:06 am) · 11 replies
I've been searching for about two hours trying to find this information in Torque 3D documentation, youtube videos, other forums and so on.
In the Torque 3D World Editor, is it possible to snap two mesh objects together using their vertices? This is needed to piece separate models of a pathway together. I have a straight road piece, and then a curved road piece I want to snap together.
If Torque 3D World Editor doesn't have this feature, how are levels put together with precise accuracy?
Thanks!
In the Torque 3D World Editor, is it possible to snap two mesh objects together using their vertices? This is needed to piece separate models of a pathway together. I have a straight road piece, and then a curved road piece I want to snap together.
If Torque 3D World Editor doesn't have this feature, how are levels put together with precise accuracy?
Thanks!
#2
01/07/2013 (11:09 am)
This kind of snapping is not available in T3D
#3
01/07/2013 (11:19 am)
Build them precise on the grid in the 3d modeling program and use snap to grid in T3D.
#4
01/07/2013 (1:15 pm)
Remember, a "world unit" in T3D represents 1 meter in a modelling application (unless you use "units" in that app, then 1 "world unit" equals one of those - MAX users, I'm looking at you!). If you design your models to align on these measurements you can then use the World Editor's Snap to Grid feature to help you align your objects (as Duion said).
#5
Going a step further if you have another editor that can arrange things you may be able to have that editor spit out a prefab script for T3D. That would be more work, but it could be a way to use more advanced editing features of other programs.
01/07/2013 (3:21 pm)
Also, look at the output of the "make prefab" command. It just creates a script. So you could assemble objects in script and put in prefabs that can be included in your level through the editor. In addition to building them as multiples of the world unit this can help with objects that get bigger and bigger. Going a step further if you have another editor that can arrange things you may be able to have that editor spit out a prefab script for T3D. That would be more work, but it could be a way to use more advanced editing features of other programs.
#6
01/07/2013 (4:11 pm)
In Far Cry they made 1x1, 1x2, 2x2, 4x4 blocks and so on. For example you put in one 2x2 floor segment, two 2x1 wall segments and one 2x2 ceiling and you had a piece of corridor, then you could select that and multiply it. Good for fast creation of simple levels but it sucks for complicated things.
#7
01/08/2013 (12:06 pm)
Yeah, I started building corridor sections and room parts that could be assembled easily then realized that I'd have to find a way to get that converted somehow to prevent having a billion draw calls to render my buildings....
#8
Does having modular objects reduce memory footprint for identical meshes? Kind of like how identical textures reduce the graphics ram usage? Is there any kind of rendering/pipeline speedup because the graphics card already has the triangles of each sub object?
01/10/2013 (12:41 pm)
@Richard,Does having modular objects reduce memory footprint for identical meshes? Kind of like how identical textures reduce the graphics ram usage? Is there any kind of rendering/pipeline speedup because the graphics card already has the triangles of each sub object?
#9
01/11/2013 (12:02 pm)
Arggg! Thanks guys, I was able to snap to the ground, but that still leaves me with lining things up on the X & Y. Next Time I will model on a grid for sure.
#10
01/11/2013 (12:27 pm)
You can put something on the overlapping edges, for example, if a corridor does not fit exactly, you can cover this by putting columns over it, this works, too.
#11
01/12/2013 (1:36 am)
You know, Frank - I don't think so. I'm almost tempted to fidget over draw calls on this one. I suppose the only way to know for sure is to test it out.
Torque 3D Owner Chris Van Name
I can't find it either. How is it enabled?