Game Development Community

Visible Mesh Collisions not working

by Rick Austinson · in Torque 3D Professional · 09/19/2012 (7:32 pm) · 19 replies

I have a large mesh in the game, I have the collisions set to visible mesh, but I can walk right through it. The player starting position is over the mesh but when starting the game the player falls right through. The mesh was exported from 3 D Studio Max 2009 using Collada.

Any suggestions?

Thank you in advance.

#1
09/21/2012 (4:24 am)
Ops wrong thread... Sorry.
#2
09/21/2012 (12:33 pm)
It is a TSStatic object, and collionsType is set to Visible Mesh under collision when I select the object.

I've used this setting before in previous versions using different export types. This is the first time I've tried it on Collada.
#3
09/21/2012 (12:42 pm)
I've had no problems yet, using Open Collada with 3ds Max.
#4
09/21/2012 (1:52 pm)
All right, I'm actually not using open collada, let me try it again with that. Are you using any special settings I should know about?
#5
09/21/2012 (4:06 pm)
No special settings that I'm aware of
#6
09/21/2012 (7:03 pm)
The problem turns out to be with scaling. Even the original mesh colides just fine as long as I don't scale it up. If I do the scaling inside 3ds max, it works ok. Unfortunately, this means the fine-tuning process will be a little more challenging. Does anyone happen to know the height of a default torque character in 3DS Max?
#7
09/21/2012 (7:39 pm)
The "soldier", looks to be about 1.9 meters or 6'3" feet tall.

Edit: You can also go to: .../game/art/shapes/actors/soldier/ and use the "soldier.dae" inside 3ds Max for reference.
#8
09/21/2012 (9:54 pm)
Hey, thanks a bundle, Britt! Still a few doorways I can't quite fit through, but that's my mesh's fault! Resized it according to your specs and so far everything looks golden!

Now I just have to figure out whether or not my bump and specular mapping is working and I'll be in buisness.
#9
09/21/2012 (9:58 pm)
If you're making a first person game, most level designers will scale assets to 1.5x their actual size.
#10
09/21/2012 (10:07 pm)
I'll work with it for a bit, I'm sure its just a little fine-tuneing.

Hey, can you tell me how to rotate objects? For the life of me I cannot figure it out.
#11
09/21/2012 (10:13 pm)
In 3ds Max or T3D?
#12
09/21/2012 (10:14 pm)
t3D. Max I am at least highly proficient in, manipulating objects in t3d is taking a bit of a learning curve.

EDIT: nevermind, I found it. There's apparently a rotation tool, now. In an older version if I recal you had to hold down CTRL or Shift or something, hence my confusion. My apologees for so many dumb questions.
#13
09/21/2012 (10:20 pm)
Make sure you're in the object editor (Menu -> Editors -> Object Editor)

Select "rotate selection", see image below:

i226.photobucket.com/albums/dd48/stacalkas/Untitled_zpsa49996fa.jpg
Then grab the "gizmo" to rotate it.
#14
09/21/2012 (10:23 pm)
Ah yes, they added a gizmo. Thank you again!

Nice castly :)
#15
09/21/2012 (10:37 pm)
Quote:EDIT: nevermind, I found it. There's apparently a rotation tool, now. In an older version if I recal you had to hold down CTRL or Shift or something, hence my confusion. My apologees for so many dumb questions.

Not a problem

Have you seen this Documentation?

Art and Collada sections contain some valuable information.



#16
09/21/2012 (11:03 pm)
When I first bought torque many years ago, the documentation was horribly out of date and basically useless.

Of course, I'm sure they've written all new documentation for t3d, so I will go through it with a fine-toothed comb. Thank you again!
#17
09/22/2012 (6:18 am)
Ops wrong thread... Sorry.
#18
09/22/2012 (7:02 am)
One "world unit" in Torque is 1 meter. If your modelling software uses real measurements, this is what you go by, otherwise one "unit" in your modelling software should translate to one meter in Torque.

Also, when modelling characters you should (against common practice) move your character in its movement sequences. T3D "should" use the information to calculate your ground transform speed and scale the movement animation speed accordingly. In other words, when the unit is moving at half speed the walk animation should play at a speed so that your steps match your speed (no "sliding").
#19
09/22/2012 (10:40 am)
...or just animate the bounding box; it can be difficult syncing leg animations to ground transforms[why I let the engine do the math]...if using a custom rig and Forward Kinematics.

Just make certain the bounding box is parented to the player in some way, usually to the root node of the figure. Kind of like Character Studio's 'footstep' object.

I have found that using the T3D UI to scale a bounding box to not be a 'best practice'.