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Collada import and bounds/Nodes

by AllynMcelrath · in Artist Corner · 11/04/2011 (11:18 am) · 2 replies

I am Quite confused with the way torque shape editor is arranging nodes. It was my understanding that nodes are just null objects. With the object bellow I needed to correct the bounds box to something other than the one auto created ( Witch is correct, but is offset making it odd to work with snapping in engine ). I have tried two things, Making a bounding box on another layer, and naming it "bounds" (DTS exporter way ), the second is creating a null object named bounds and making the secondary object a child of it.

However its not really matching up in import:

dl.dropbox.com/u/1725660/Torque/what.jpg
I should also mention that none of this changes the bounds in anyway. How are others making bounds using lightwave and collada?

Side note, the link in the documentation for creating a bounds for collada just redirects to the current page. So, no help there.

http://www.garagegames.com/products/torque-3d/documentation/user/doc70

#1
11/04/2011 (1:05 pm)
The bounds node needs to be at the root level. Check out the bounds section here: www.garagegames.com/products/torque-3d/documentation/user/doc2

Hope that helps. I'll have the web team look at the link stuff to see if we can improve on that.
#2
11/04/2011 (1:18 pm)
Thanks for the reply. I had tried that before.

Here is the outcome.

dl.dropbox.com/u/1725660/Torque/what2.jpg
As you can see, its not using it.

Side question, am I correct in assuming snapping, and snap to grid use the objects bounding box? If not. What unit of measurement is "1" ( one ) Grid size in the world editor?