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Collide problem with VET scene in Atmo|
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Member |
Hi alejandro ( o hola, por si hablas español
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 |
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| <Alejandro>
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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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Member |
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 (escribo en ingles por que tal vez este dato le sirva a los demas tambien) Apkalus |
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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?
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| <Erik C>
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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>
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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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Adobe Atmosphere
Collide problem with VET scene in Atmo
