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<Alejandro>
Posted
Hi, I have a problem when passing objects from the viewpoint to the atmosphera. I make a building in 3ds Max, I export it to mtx with the viewpoint exporter for 3ds max 4, later in the atmosphera I import it like object viewpoint. Until there, all well, but when I see it in the player, if collide this disabled I can enter to the building and to move for inside, but crossing the walls. Now, if I activate the collide, it doesn't allow me to enter to the building or to walk for inside.
Does somebody know as I can solve it?
From already thank you
 
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Picture of Apkalus
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Hi alejandro ( o hola, por si hablas español Wink )

Attach this JS script to your Viewpoint Object in Builder to provide detailed collision:

this.gravPref = player.ignoreGravityPreference;
this.gravSett = player.forcedGravitySetting;
player.ignoreGravityPreference = true;
player.forcedGravitySetting = false;
if(this.type == "ViewpointObject")
{
this.timestep = function(n, d)
{
if(this.loaded)
{
this.pm = this.createPhysicalModel(0);
this.pm.collide = true;
player.ignoreGravityPreference = this.gravPref;
player.forcedGravitySetting = this.gravSett;
removeAnimator(this);
}
}
addAnimator(this);
}

Hope this help you

Apkalus
 
Posts: 14 | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
<Alejandro>
Posted
Hola, Apkalus. Desde ya muchas gracias por haberme contestado.
Mira, hice una prueba con el script que me pasaste y no hay caso, no hay manera de que pueda caminar por adentro del edificio con el collide activado. Tambien probe con el script bounds.js y no pude.
El tema es que yo hago un edificio en 3D studio, lo exporto directamente a mtx con el exportador de viewpoint para 3ds, despues lo importo como objeto viewpoint en Atmo y despues lo publico. Cuando quiero caminar por adentro del edificio sin el Collide activado me deja, pero donde activo el collide no hay manera, choco y no me deja pasar.
Si queres y tenes mail, te puedo mandar el archivo para que lo veas.

Gracias nuevamente y saludos.

Alejandro
 
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Picture of Apkalus
Posted Hide Post
No te preocupes alejandro, mis datos son publicos en este foro, solo necesitas clickear en mi icono y ahi encontraras mi profile, ademas de mi mail, mandame los archivos ahi, te ayudare sin ningun problema.

Don't Worry man, send me the files, i can help you, my profile is public in this forum, just make a click in my icon here to see Wink

(escribo en ingles por que tal vez este dato le sirva a los demas tambien)

Apkalus
 
Posts: 14 | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
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Picture of Preacherman
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In a related topic - I have an animated VPO (a door), the detailed bounds script is attached as detailed above. This is fine when the door is closed, as obviously you should not be able to walk through, but when it is open, you still cannot go through - is there a way of dynamically adjusting the bounds script based on the state of the VPO?
 
Posts: 7 | Registered: March 12, 2003Reply With QuoteEdit or Delete MessageReport This Post
<Erik C>
Posted
There does not seem much expertise in this area. A workaround could be to have an open and closed invisible door with collision-with no collision on the visibile door.
 
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<Erik C>
Posted
Preach have you tried several instances?
[from an earlier post]
Ben Jordan in Adobe Atmos forum suggested:
Benjamin Jordan - 12:42pm Mar 19, 2003 Pacific (#5 of 6) Edited: 19-Mar-2003 at 12:42pm PST


Let me throw this reminder into the mix . . .

It is possible to create separate physical models for individual Viewpoint Instances. If you have a complicated scene, it might be worthwhile to do this. For example, furniture could use a convex collision model for efficiency and be mobile, while architecture would need a more detailed, fixed model (e.g. zero mass).


myVPObject.createConvexPhysicalModelForMTSInstance(instance, mass);
and


myVPObject.createPhysicalModelForMTSInstance(instance, mass);
To see this technique in action, see the Adobe pool table demo. All the balls are in one scene, but each is given a separate physical model.


Thanks Ben! Thanks ErikC!

ErikC
 
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