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Adjusting an object's collision size to match rescaled object


damanding

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You can fix it with max 2013. I could fix it if you send me the mesh.

 

I'm bringing back this thread with a problem I'm having........

 

I make the object & the collision in Max, but in the game, the collision is TWICE THE SIZE of the object, and sometimes is offset by a mile.

 

What is causing this & how do I get my collision the same size as my object?

 

Also, how do I fix the offset?

 

:huh: :huh: :huh: :huh: :huh: :huh:

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Could you describe the process your are using to make the collision, and process used to join it to the mesh object (i.e., the collision havock component)?

 

I make the object.

I copy the object & name it collision.

I select both & use Havok Tools with the proxy option.

I set the collision mesh to "mesh" & the obect to 60 weight.

I click the hammer tab & select collision groups.

I set the parameters to "concrete" & "static object"

Export using Gambryo.

 

In other words, I followed the video instruction to the letter.

 

:thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:

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So when you export the object does you hierarchy look something like this

 

NamedRootNode [dummy]

NamedMesh

c_NamedMesh

 

Are you doing any scaling to these before export? Also, coping the object and using mesh type is the most expensive performance object.

 

One of us could take a look at the max file if you'd like.

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So when you export the object does you hierarchy look something like this

 

NamedRootNode [dummy]

NamedMesh

c_NamedMesh

 

Are you doing any scaling to these before export? Also, coping the object and using mesh type is the most expensive performance object.

 

One of us could take a look at the max file if you'd like.

 

Nexus will not let me add attachments for some reason??!!

 

:confused: :confused: :confused: :confused: :confused: :confused: :confused:

 

No, I'm not doing any scaling.......

 

:ermm:

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VonHelton,


Don’t know if this is useful to you or not but I threw together a quick little project which is essentially a foundation for a residential house…nothing fancy mind you. Several meshes, materials, and three collision primitives. Max file, nif exported from Max, not Elric so you can see the collision in nifskope, and final version. Keep in mind, I make no claims to being an expert but feel free to look the files over and see if you can notice anything different. The general workflow:

1. Make meshes to scale, center according

2. Apply textures and UV unwrap

3. Make collision pieces from primitives, align accordingly

4. Link the collision pieces to the mesh, and do the havoc and assign the collision materials

5. Create a dummy node, center accordingly

6. Set up the hierarchy (scene window) link in the mesh/collision components

7. Select the lot, export selected




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VonHelton,
Don’t know if this is useful to you or not but I threw together a quick little project which is essentially a foundation for a residential house…nothing fancy mind you. Several meshes, materials, and three collision primitives. Max file, nif exported from Max, not Elric so you can see the collision in nifskope, and final version. Keep in mind, I make no claims to being an expert but feel free to look the files over and see if you can notice anything different. The general workflow:
1. Make meshes to scale, center according
2. Apply textures and UV unwrap
3. Make collision pieces from primitives, align accordingly
4. Link the collision pieces to the mesh, and do the havoc and assign the collision materials
5. Create a dummy node, center accordingly
6. Set up the hierarchy (scene window) link in the mesh/collision components
7. Select the lot, export selected

 

 

Ok, I don't remember the video telling me to make a dummy node. That may explaIn why my finished product is red & wants to sink into the floor.

So tell me quickly how to make a dummy node (you said I had to make it FIRST, right?) and then I can make the rest & see what happens.

I have some beautiful low poly spiral stairs & bay windows that need collision.

 

:happy:

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VonHelton,
Don’t know if this is useful to you or not but I threw together a quick little project which is essentially a foundation for a residential house…nothing fancy mind you. Several meshes, materials, and three collision primitives. Max file, nif exported from Max, not Elric so you can see the collision in nifskope, and final version. Keep in mind, I make no claims to being an expert but feel free to look the files over and see if you can notice anything different. The general workflow:
1. Make meshes to scale, center according
2. Apply textures and UV unwrap
3. Make collision pieces from primitives, align accordingly
4. Link the collision pieces to the mesh, and do the havoc and assign the collision materials
5. Create a dummy node, center accordingly
6. Set up the hierarchy (scene window) link in the mesh/collision components
7. Select the lot, export selected

 

 

 

"The unit scale of the file does not match the system unit scale"

Your file is in FEET.....

3ds Max is in INCHES........

 

:ohmy: :ohmy: :ohmy: :ohmy: :ohmy: :ohmy: :ohmy:

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Dummy node isn't a hard requirement. I just like to use it for organizations purposes.

 

I think BSConnectPoints P-WS-SinkMax governs that. Not sure if kinggath discusses these in his vids or not.

 

Why can't I add an attachment to my posts here??

 

:ohmy: :ohmy: :ohmy: :ohmy:

 

When I take what Elrich gives me & put it in the game, it has a red border instead of green & wants to go through the ground.

Why??

 

:confused: :confused: :confused: :confused: :confused:

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