Skinned with collision meshes crash
by Eric Hartman · in Torque Game Engine · 09/26/2002 (2:16 pm) · 4 replies
I've made a fence object to use as a delpoyable item in my game. I'm using 3d studio max 4 and release1_1_2 of torque. heres what the schematic view looks like

I've animated the fence object with comSkin and 2 points used as bones (top and bottom). Loading the shape in the show tool shows that the animation and the collision mesh appear to be exported properly.
the problem:
When i use the shape in the game, it crashes as soon as anything collides with it. If you delete the col-1 mesh and collision-1 node, it works fine- but of course you can walk through it. I've had this exact shape working fine with a collision mesh and no comSkin. It appears to be the combination of the 2 that breaks it. I believe i have done everything correctly.
here is the .max, .dts and texture file. I really need some kind of response on this.
filebox.vt.edu/users/ehartman/fence.rar
Note: I have read the exporter documentation multiple times. I have exported comSkinned player models and animations as well as animated weapon models, vehicles and static shapes succsessfully.

I've animated the fence object with comSkin and 2 points used as bones (top and bottom). Loading the shape in the show tool shows that the animation and the collision mesh appear to be exported properly.
the problem:
When i use the shape in the game, it crashes as soon as anything collides with it. If you delete the col-1 mesh and collision-1 node, it works fine- but of course you can walk through it. I've had this exact shape working fine with a collision mesh and no comSkin. It appears to be the combination of the 2 that breaks it. I believe i have done everything correctly.
here is the .max, .dts and texture file. I really need some kind of response on this.
filebox.vt.edu/users/ehartman/fence.rar
Note: I have read the exporter documentation multiple times. I have exported comSkinned player models and animations as well as animated weapon models, vehicles and static shapes succsessfully.
About the author
#2
05/02/2003 (10:34 pm)
both your link and picture do not work
#3
top level is called "shape"
shape -> collision-1 (dummy)
shape -> detail128 (dummy)
shape -> start (dummy)
shape -> LOS-9 (dummy)
next level is for "start"
shape -> start -> mesh128 (mesh)
shape -> start -> cam (dummy)
shape -> start -> eye (dummy)
shape -> start -> col-1 (mesh)
shape -> start -> LOScol-9 (mesh)
05/02/2003 (10:35 pm)
For a general shape this is how it goes:top level is called "shape"
shape -> collision-1 (dummy)
shape -> detail128 (dummy)
shape -> start (dummy)
shape -> LOS-9 (dummy)
next level is for "start"
shape -> start -> mesh128 (mesh)
shape -> start -> cam (dummy)
shape -> start -> eye (dummy)
shape -> start -> col-1 (mesh)
shape -> start -> LOScol-9 (mesh)
#4
The hierarchy, when using a biped, looks more like this (at least mine do):
BIP01
detail2
detail32
detail64
detail128
collision-1
...OTHER BIPED NODES...
myshapename
multires::myshapename
col-1
bounds
05/02/2003 (11:38 pm)
I never use the LOS-# dummy. I have gotten other shapes to work fine without it. Even have a statue of saddam dts that falls over when you shoot it. But the problems start up when I add a biped. Do you think the LOS ommision might be causing problems? I will test it.The hierarchy, when using a biped, looks more like this (at least mine do):
BIP01
detail2
detail32
detail64
detail128
collision-1
...OTHER BIPED NODES...
myshapename
multires::myshapename
col-1
bounds
Torque Owner Mark Harmon
Checked the console.log and it had this line in there.
Error: shape fps/data/shapes/misc/camel.dts-collision detail 0 (Collision-4) bounds box invalid!
If I take the collision dummy and mesh out it works fine. I have tried many variations on this. Linking the col-1 mesh to the shape's mesh, leaving it unlinked, linking it to the biped. The results are either no collision or crash.
btw. removing the biped also stops the crashing.