Creating collision...
by Russell Fincher · in Artist Corner · 05/20/2005 (4:07 pm) · 11 replies
I'm having a problem understanding how to create collision geometry. I'm trying to follow the instructions in the docs, but I've messed something up here I guess. Please take a look at this graphic:

bounds is the bounding box
chair2 is the mesh, collapsed
base01, start01, and detail2 were created when the shape was embedded
Collision-1 is the cloned detail marker (clone of detail2)
Col-1 through Col-4 are the four collision volumes.
Anyone spot a problem? I suspect I've misunderstood what a detail marker or collision marker is.
Russell Fincher
Lead Artist | Co-owner
Sickhead Games

bounds is the bounding box
chair2 is the mesh, collapsed
base01, start01, and detail2 were created when the shape was embedded
Collision-1 is the cloned detail marker (clone of detail2)
Col-1 through Col-4 are the four collision volumes.
Anyone spot a problem? I suspect I've misunderstood what a detail marker or collision marker is.
Russell Fincher
Lead Artist | Co-owner
Sickhead Games
About the author
Art Lead at Sickhead Games, focused on dev tools and prototyping, instructor/advisor at several Dallas colleges and universities, Associate Developer with GarageGames, champion of avant-garde game art at uncommonassembly.com.
#2
05/20/2005 (4:24 pm)
Isn't a detail marker for each collision mesh needed? I see only one. I also believe the collsion geometries need to be included within the start01 subTree of the shape; while all detail markers are nested above the start of the geometry to direct the exporter to the physical geometric shapes?? Try linking the collision meshes[geometries] to the chair2 object, build a detail marker for each, and see what happens. Good luck. I haven't exported thru Max in some time.
#3

Russell Fincher
Lead Artist | Co-owner
Sickhead Games
05/20/2005 (4:48 pm)
I think I've linked this up as you guys have described, and Todd I took your advice and dropped two of the collision volumes. Setting it up this way does indeed give me collision, but only on the first collision volume.
Russell Fincher
Lead Artist | Co-owner
Sickhead Games
#4
Russell Fincher
Lead Artist | Co-owner
Sickhead Games
05/20/2005 (4:51 pm)
Oh wait, I see that I've made a typo in the Collision-2 marker...Russell Fincher
Lead Artist | Co-owner
Sickhead Games
#5
Russell Fincher
Lead Artist | Co-owner
Sickhead Games
05/20/2005 (4:56 pm)
That did it. Thanks fellas!Russell Fincher
Lead Artist | Co-owner
Sickhead Games
#6
05/20/2005 (5:55 pm)
Glad you got it working :)
#7
07/05/2005 (6:45 pm)
Hey guys, how can I actually be able to create clone of detail2? Can anyone help? thanks.
#9
I use TST Pro, but I can't see collision meshes. If you have Adam pack, could you have a quick look?
Thanks in advance. Bye, Thc.
07/06/2005 (9:43 am)
Russel, I tryed that hierarchy on Adampack, without success.I use TST Pro, but I can't see collision meshes. If you have Adam pack, could you have a quick look?
Thanks in advance. Bye, Thc.
#10
07/17/2005 (8:03 am)
Thc - the player's collision box is defined in /server/scripts/player.cs -- search for boundingbox. You can't set up custom collision for a skinned character from within MAX.
#11
I tried the same thing and I couldn't view the object in the Game, except I have the Collision meshes in the game and whenever the player tries to cross the location of the object, the player is getting collided with an invisible object. Only the collision meshes are working and the object is invisible.
Please help.
06/27/2006 (9:57 pm)
Hi,I tried the same thing and I couldn't view the object in the Game, except I have the Collision meshes in the game and whenever the player tries to cross the location of the object, the player is getting collided with an invisible object. Only the collision meshes are working and the object is invisible.
Please help.
Torque Owner Todd D. Degani
Also I don't see the need for so many collision boxes on this chair. Collision is expensive so you want to be as efficient about it as possible. Either go with one shape encompassing the whole chair or 2 shapes, one encompassing the arm rests down to the bottom and another for the seat back.
EDIT: Also I believe you need a dummy node (collision-#) for each collision shape (col-#)