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Importing model with collision

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Hi guys i am having a bit of a problem wit a model i have imported, it is a simple road with pavement but it is seeing the curb bigger that it is i have to jump to get on it not sure but should the character step up on to it. I have added a video and a pic to so you can see if you have any ideas what it could be after looking at the nav mesh it looks a little messed up could it be that.

 

http://s21.postimg.org/h6zomwisn/Untitled_2.jpg

 

http://s3.postimg.org/px8un4klv/Untitled_2.jpg

 

 

http://youtu.be/yzTOcTcQHRk

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The physics actually look pretty well. The weird stripes look odd but that only means the physics shape is intersecting the model which is a good thing. How did you create the physics mesh?

 

You can also upload the images directly in to this post btw. This will prevent the topic from having broken links once you have deleted the images.

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Aggror wasn't there an issue at one time with the old LE2 controller when used in the tunnels scene? if memory serves it was due to a small edge on a model surface that was angled higher than the allowable controller slope, so the controller would seem to get stuck randomly. That last picture looks to have a bevel on the curb. Maybe if he created his own CSG primitive for the curb physics body it would work?

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Yeah the option for polymesh physics bodies are great but has its drawbacks. Should probably try to use primitive physics shapes when possible to help avoid issues with small edges.

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Thanks macklebee its the first time i have came across this it would be cool to get the option added later to have a stepping function for example in the player stats you can adjust the stepping hight or something along they lines smile.png

 

It will take a while but i will do just that Ghost thanks.

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Macklebee is right, the curve angle is the problem. Mesh slopes that are higher than 45 degrees (be default)block the player from walking up to it. In your screenshot you can see this slight curve on the edge of the sidewalk.

 

The solutions are :

  1. Like marleys ghost says: Create an invisble ramp near the siwewalk
     
  2. Instead of using a polymesh shape, create physics shapes in your 3d editor. the advantage to this method is that you get a less complexer phy shape and you wont have to build invisible ramps everywhere.

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Okay, I have to admit this information is far to tucked away in the forum to be useful for newcomers. The documentation for this really needs to get updated. This video shows how to add simple geometric physics shapes in a 3d editor.

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You don't even need to do that. With simple geometry, it will just automatically be loaded as the physics shape by default.

 

You'll get a lot more helpful feedback if you post the actual file in question. Otherwise we are all just guessing.

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You don't even need to do that. With simple geometry, it will just automatically be loaded as the physics shape by default.

 

You'll get a lot more helpful feedback if you post the actual file in question. Otherwise we are all just guessing.

Actually, I take that back. That was just something I was thinking about and never did.

 

This is the problem:

post-1-0-74993500-1409089850_thumb.jpg

 

If this edge was 90, he would go right up it, but because it's at a steep slope he can't climb the slope, and it blocks the character from hitting the flat surface of the sidewalk.

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The side view above shows a really obvious slanted angle. It also seems to be a really dense mesh of many triangles for such a simple shape. Physics geometry should be as simple as possible. The easy way is to build a collision shape out of convex pieces in the model and name each block "convexhull".

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Isnt there a step height setting or something similar that can be changed? I have a covered bridge model Id like to use BUT, the HUGE 2x6 board that the character has to step upon to get over is, well, just too high i guess. . . . Never seen this until I came to leadwerks. . . .

 

I can post a pic of said HUGE 2X6" boards that lay on the deck of this bridge if you like.

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