Fixing the collsion box corners
by Eric Putman · in Artist Corner · 04/30/2011 (12:48 pm) · 7 replies
I am trying to figure out how to fix the bounding / collision box corners. Is there way to I guess to "cut" the corners off then manually create the corners so that that the player can walk up to the ship, or walk around the ship and not get stopped by 90 degree angles? Below is a screen shot of my model with the bounding box and collision box. I used the Torque DTS Utility to automate the building of the bounding box and collision box.
i94.photobucket.com/albums/l85/badname_2006/Ship-1.png
Thanks
-Eric
i94.photobucket.com/albums/l85/badname_2006/Ship-1.png
Thanks
-Eric
About the author
#2
Brian can you tell me or point me in the right directions.
Thanks Brian.
-Eric
04/30/2011 (4:33 pm)
Thanks Brian. I found out how to move and change the shape of the collision box which makes sense. In Max how do you do that? angling your collision box...or Quote:just model your collision shape to more closely match the visual model.
Brian can you tell me or point me in the right directions.
Thanks Brian.
-Eric
#3
Using a gun as an example, since it was handy.
The blue transparent object you see is my collision. It was made with a box shape, converted to an edit poly, and extruded a few times to fit around the gun. It hugs the overall shape well enough that if it were a large statue, say in a gun museum, the player could at least walk underneath the barrel, and maybe run along the top if he were crafty. To maximize performance I kept the shape as simple as possible; it needs to interact with the player, but never render. Name it col-1

In max, you will probably have to set it up properly in the Schematic Viewer. Honestly it's been for ever since I've messed with normal DTS setups, so you'll need to consult the big-docs for the best info on that.
04/30/2011 (7:36 pm)
Sure! Mind you I'm more hip on the collada method than DTS, but it should be largely the same.Using a gun as an example, since it was handy.
The blue transparent object you see is my collision. It was made with a box shape, converted to an edit poly, and extruded a few times to fit around the gun. It hugs the overall shape well enough that if it were a large statue, say in a gun museum, the player could at least walk underneath the barrel, and maybe run along the top if he were crafty. To maximize performance I kept the shape as simple as possible; it needs to interact with the player, but never render. Name it col-1

In max, you will probably have to set it up properly in the Schematic Viewer. Honestly it's been for ever since I've messed with normal DTS setups, so you'll need to consult the big-docs for the best info on that.
#4
Can you tell me how the box was made? The steps can you type out the step? I have tried but I can't seem to get the box shaped around my model..help brother!!
-Eric
05/03/2011 (7:29 pm)
Brian,Can you tell me how the box was made? The steps can you type out the step? I have tried but I can't seem to get the box shaped around my model..help brother!!
-Eric
#5
05/03/2011 (10:39 pm)
#6
Thanks for the update I'll give this a try. I also found [on you tube] a pretty slick way of creating a way to form my collision mesh around my shape using a modifier called FFD [Free Form Deformation]. Would this work as well?
Thanks for all your help Brian.
-Eric
05/06/2011 (10:44 am)
Brian,Thanks for the update I'll give this a try. I also found [on you tube] a pretty slick way of creating a way to form my collision mesh around my shape using a modifier called FFD [Free Form Deformation]. Would this work as well?
Thanks for all your help Brian.
-Eric
#7
Thanks Brian for all your pushing...
-Eric
05/09/2011 (2:42 pm)
I now have the skill of importing a custom collsion mesh with my shape. It was the hierarchy of the shape that I noticed that was causing the issue, once I found that out it was like clock work. I'll be making a simple tutorial because there isn't one that explains HOW to import step by step [with pictures] for the noobs out here that want to use this awesome engine.Thanks Brian for all your pushing...
-Eric
Torque Owner Brian Mayberry
Dead on Que Productions