Bouding Boxes
by Devon Ly · in Torque Game Engine · 11/23/2002 (9:49 pm) · 8 replies
Let's say we make a cube
3 units wide by
3 units high by
3 units deep.
3x3x3
does the bounding box have be slightly bigger than the cube or can it be exactly the same dimensions as the cube?
3 units wide by
3 units high by
3 units deep.
3x3x3
does the bounding box have be slightly bigger than the cube or can it be exactly the same dimensions as the cube?
#2
11/24/2002 (12:29 pm)
Yes slightly bigger is needed. No objects from the mesh can be touching the bounds box and no animations should go outside the bounds box either. I have a slightly different question though. I have created a spider type mech and when I made my bounds box, I shaoped it around the areas of the legs and body leaving enough room for the legs to move within the bounds box. Now with that said, is it possible to create a bounds box that moves with the object? I would like to have the player be able to run around the legs of the mech and all under it since it is pretty big compared to the player. Any ideas cause I am trying to think of some way but I am fairly new to modeling.
#3
11/28/2002 (12:40 pm)
I have been trying to figure out hot to change the number of frames allowed for like 3 days now. I don't know if it is just me but for some reason in 3D Studio Max 4 I cant find where to change the number of frames I can have for my animation. Second, When I tried exporting my animation it said It couldn't export due to subtrees. That im not so concerned about but I would like to fix. Can the animations for the model be timed in Torque to get them working better?
#4
To make it so a player can run around your mechs legs you may want to try to implement the collision bounds, heres the link for it.
www.garagegames.com/docs/torque.sdk/tools/max2dts/section1.html#collision
ill help you out on your max animation question once i get back, seeing it is thanksgiving today
happy thanksgiving all.
11/28/2002 (12:58 pm)
Jeremy :To make it so a player can run around your mechs legs you may want to try to implement the collision bounds, heres the link for it.
www.garagegames.com/docs/torque.sdk/tools/max2dts/section1.html#collision
ill help you out on your max animation question once i get back, seeing it is thanksgiving today
happy thanksgiving all.
#5
12/01/2002 (12:21 am)
Hey Chris, I looked over that tut and learned a few things but now I cant export my shape when I foloow the tut. Making my mesh shapes with a - detail seems to add a second mesh to my body mesh with a -128 detail error. Ummmmm what am I doing wrong? I tried it 5 times and the same thing each time.
#6
Why do you want your bounding box to have a conformed shape? It should be a box. If your thinking about collision detection then using collision details are what you want. The bounding box is simply an area for which at no point, the character contained within will leave. If the character should leave this box very strange things will happen (the least of which being that the body part to leave the box dissappears).
If you were adding the collision details you may want to go over that tutorial again. The dummy objects you add are not -detail objects they are col-x objects (x being a number from 1 to 9).
The way to get the collision details to move with your mesh is to link the collision objections to the body part that they are going to move with. In other words you will have to create more then one collision object and have each one link to the body part (the biped part) they are to be moving with.
Hope that helps.
Alc
12/01/2002 (9:17 am)
What Chris was talking about was adding set of collision objects to your spider, which is I think what your trying to do.Why do you want your bounding box to have a conformed shape? It should be a box. If your thinking about collision detection then using collision details are what you want. The bounding box is simply an area for which at no point, the character contained within will leave. If the character should leave this box very strange things will happen (the least of which being that the body part to leave the box dissappears).
If you were adding the collision details you may want to go over that tutorial again. The dummy objects you add are not -detail objects they are col-x objects (x being a number from 1 to 9).
The way to get the collision details to move with your mesh is to link the collision objections to the body part that they are going to move with. In other words you will have to create more then one collision object and have each one link to the body part (the biped part) they are to be moving with.
Hope that helps.
Alc
#7
Updated: Ok as far as the BiPed goes I had to create my own skeloton. So each of the collision objects should be linked to the bones basicaly? I should be able to post later tonight if it worked. Tryin to add the Jet packs in right now
12/01/2002 (1:15 pm)
Om I understand that. Reading the tutorial didn't help much but the way you explained it does. I will try that and see how it works.Updated: Ok as far as the BiPed goes I had to create my own skeloton. So each of the collision objects should be linked to the bones basicaly? I should be able to post later tonight if it worked. Tryin to add the Jet packs in right now
Torque Owner Anthony McCrary
I had a mesh that intersected the bounding box, and it didn't export properly.