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:

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
However its not really matching up in import:

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
#2
Here is the outcome.

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?
11/04/2011 (1:18 pm)
Thanks for the reply. I had tried that before.Here is the outcome.

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?
Associate Derek Bronson
GarageGames
Hope that helps. I'll have the web team look at the link stuff to see if we can improve on that.