Why is my model floating?
by Martin Askestad · in Torque 3D Professional · 01/03/2012 (9:00 am) · 7 replies
I created a cube in Milkshape. I duplicated the cube. Named it Collision-1. Gave it a material, exported it to DTS.
In Torque I then created a new RigidShapeData, assigned the cube as shape. And When I drop it in the level, it promptly falls to the ground. But not all the way. It floats a bit over the ground. Why does it do that? What did I miss this time?

In Torque I then created a new RigidShapeData, assigned the cube as shape. And When I drop it in the level, it promptly falls to the ground. But not all the way. It floats a bit over the ground. Why does it do that? What did I miss this time?

About the author
Always have ideas for new games. But not always the motivation or the skill.
#2
Do I have to change my ground plane in some way perhaps?
01/03/2012 (12:37 pm)
The result appears to be exactly the same. The model is floating above the ground. And I've just noticed that the bouncing bolder that came with Torque does the same thing. It's just not as noticable.Do I have to change my ground plane in some way perhaps?
#3
Also, you could try adding a collision shape to your cube that is smaller than the visible mesh and see if that fixes it.
01/03/2012 (1:31 pm)
Then it's probably in the datablock - try fiddling with collisionTol and see if that helps.Also, you could try adding a collision shape to your cube that is smaller than the visible mesh and see if that fixes it.
#4
Also with the new model the camera started acting weirdly when the object was selected. But that might have been me accidently changing something somehwere.
01/03/2012 (1:54 pm)
I recreated the model i Milkshape and exported it again. Works better now. Bit problem when I stack several they fall through each other about half way. So the problem is probably my model.Also with the new model the camera started acting weirdly when the object was selected. But that might have been me accidently changing something somehwere.
#5
01/03/2012 (2:57 pm)
Collision Tolerance, Contact Tolerance, Body Restitution and Body Friction all affect behavior in interesting ways - try fiddling with these values in the datablock (art/datablocks/rigidshape.cs) and see if you have any luck.
#6
Did you autogenerate it? IE, did NOT make a custom bounds object, letting the exporter do it?
Does the bottom of your Bounds object protrude beyond the ground plane?
Try to make certain that the bottom of the Bounds geometry does NOT penetrate the ground plane, or is just at where the rendering geometry touches the ground, or frankly....where you want the 'ground plane' of your shape!
Good luck, haven't done much of anything with the Torque physics objects, so salt to taste, ;).
...Try this: duplicate your mesh one more time and name it 'Bounds'...see what happens?!?
01/05/2012 (4:26 am)
How did you create your 'Bounds' geometry in Ms3d? What exporter did you utilize??? DTSPlus! v 2.8.4 is the latest, greatest, and the way to assemble your DTS shapes.Did you autogenerate it? IE, did NOT make a custom bounds object, letting the exporter do it?
Does the bottom of your Bounds object protrude beyond the ground plane?
Try to make certain that the bottom of the Bounds geometry does NOT penetrate the ground plane, or is just at where the rendering geometry touches the ground, or frankly....where you want the 'ground plane' of your shape!
Good luck, haven't done much of anything with the Torque physics objects, so salt to taste, ;).
...Try this: duplicate your mesh one more time and name it 'Bounds'...see what happens?!?
#7
I went back and reset transform on my object. Same thing.
Unlinked the Bounds Same results.
So I just left the object with out a bounds and made it poly soup for now.
01/08/2012 (1:15 pm)
I've had something like this happen to me as well whem making a bounds object in max. I made the bounds from the perspective view port and attached it to my object. Then I exported it as a DAE file and imported it when it loaded the object was floating. It looked like the bounds got shifted. I went back and reset transform on my object. Same thing.
Unlinked the Bounds Same results.
So I just left the object with out a bounds and made it poly soup for now.
Associate Richard Ranft
Roostertail Games