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Flapman



Joined: 04 Dec 2008
Posts: 158
Location: Colorado Springs, CO

PostPosted: Tue Dec 22, 2009 8:04 pm    Post subject: Stuck on Physics Exported from Blender Reply with quote

Hello All,

I have been playing with my dome models and was pretty darn proud of how they looked in MV using the shader illustration that Hamilton shared.



Then...

I got to generating the Physics model. I followed the MV Wiki tutorial at:

(http://update.multiverse.net/wiki/index.php/Blender_Tutorial_for_Physics)

I set up the physics model in Blender using the Triangle mesh and setting the model to the parent (Component Setting). I thought that would all work but got stuck in the doorway and could not enter.





Blender Settings:



Any thoughts?

Could it be the Physics type I used? I would not be suprised if it is. Any help would be much appreciated.
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delurin



Joined: 22 Jan 2008
Posts: 624

PostPosted: Wed Dec 23, 2009 6:19 am    Post subject: Reply with quote

It doesnt look like you are using boxes for the collision volues. the collision volumes must have corners with all right angles and be named mvcv_obb-meshname
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Flapman



Joined: 04 Dec 2008
Posts: 158
Location: Colorado Springs, CO

PostPosted: Wed Dec 23, 2009 6:47 am    Post subject: Reply with quote

Hiya Del,

Actually, the collision volume is working I just need to make it so I can get through the doorway.

I ran the conversion to create it off the Blender-exported DAE file as indicated in the Blender Physic tutorial.

I need to find out if there is a different way to set the collision volume. Perhaps to actually mirror the model's dimensions. Now that would be to easy though. Smile

Flap

delurin wrote:
It doesnt look like you are using boxes for the collision volues. the collision volumes must have corners with all right angles and be named mvcv_obb-meshname
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delurin



Joined: 22 Jan 2008
Posts: 624

PostPosted: Wed Dec 23, 2009 7:20 am    Post subject: Reply with quote

I probably should have looked at the blender tutorial sorry; I dont use blender...Looking at the tutorial it looks to me like it creates a collision volume based on the bounding box you can check the physics in game by hitting ctrl+h or in the model viewer you can tell it to view collision volumes under show. My guess is that there is no a way to automatically create detailed collision volumes. You will probably need to make boxes and rotate/scale/translate them with out deforming them to physics your model then follow the tutorial to export them by parenting and then replacing the names
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Flapman



Joined: 04 Dec 2008
Posts: 158
Location: Colorado Springs, CO

PostPosted: Wed Dec 23, 2009 8:39 am    Post subject: Reply with quote

Yeh Del,

Unfortunately, bounding boxes don't work for all models, especially for ones that you need to be able to enter.

I have posted some questions about this on the Blender Artists forums as well. I'll post the answers and solutions here.

Blender is a good app to use for community projects since it is a powerful and free tool. Smile

Flap

delurin wrote:
I probably should have looked at the blender tutorial sorry; I dont use blender...Looking at the tutorial it looks to me like it creates a collision volume based on the bounding box you can check the physics in game by hitting ctrl+h or in the model viewer you can tell it to view collision volumes under show. My guess is that there is no a way to automatically create detailed collision volumes. You will probably need to make boxes and rotate/scale/translate them with out deforming them to physics your model then follow the tutorial to export them by parenting and then replacing the names
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Hamilton
Multiverse Moderator


Joined: 20 Feb 2006
Posts: 1043
Location: San Diego, CA USA

PostPosted: Wed Dec 23, 2009 10:24 am    Post subject: Reply with quote

Not sure if you have reviewed this pages in the wiki.
Creating Collision Volumes
Shows the naming conventions
http://update.multiverse.net/wiki/index.php/Creating_Collision_Volumes

Platform Tutorial Importing Static Models
Click on or go to, "Add collision volumes", there are visual examples of using boxes to form a collision system for a house.
http://update.multiverse.net/wiki/index.php/Platform_Tutorial_Importing_Static_Models


Also note, it just take one millimeter misalignment to stop a giant.
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Hamilton

“We used to dream about this stuff. Now, we get to build it. It's pretty neat." - Steve Jobs
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Flapman



Joined: 04 Dec 2008
Posts: 158
Location: Colorado Springs, CO

PostPosted: Wed Dec 23, 2009 12:03 pm    Post subject: Reply with quote

Hiya Ham,

Yeh I did. Those relate to using Max. Most of the models I am converting over were created in Blender 2.48 and 2.49. I figured I might as well stay the course since my project is community-based. Anyone can use Blender (rather have access to it I mean). If I can get this down, I can teach people a lot more with regards to using it.

I will re-read those. There might be something I missed.

I plan to try this out:

Displaying collision volumes


To display collision volumes in the Multiverse Client for testing and development purposes, press Ctrl-h:

* The first time you press Ctrl-h, it displays collision volumes for all objects (mobs and static objects).
* The second time, it turns off display of mob collision volumes, displaying only static object collision volumes.
* The third time, it turns off display of all collision volumes

I got a suggestion today on the Blender Artists forum about creating a invisible model copy of the base model and using that as a collision volume. I am going to experiment with that and post my findings. Smile

Flap

Hamilton wrote:
Not sure if you have reviewed this pages in the wiki.
Creating Collision Volumes
Shows the naming conventions
http://update.multiverse.net/wiki/index.php/Creating_Collision_Volumes

Platform Tutorial Importing Static Models
Click on or go to, "Add collision volumes", there are visual examples of using boxes to form a collision system for a house.
http://update.multiverse.net/wiki/index.php/Platform_Tutorial_Importing_Static_Models


Also note, it just take one millimeter misalignment to stop a giant.
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delurin



Joined: 22 Jan 2008
Posts: 624

PostPosted: Wed Dec 23, 2009 7:31 pm    Post subject: Reply with quote

Unfortunately it wont work to create an invisible version of the model for use with multiverse...unless your model is composed of individual boxes
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Hamilton
Multiverse Moderator


Joined: 20 Feb 2006
Posts: 1043
Location: San Diego, CA USA

PostPosted: Thu Dec 24, 2009 1:07 pm    Post subject: Reply with quote

That is what I was thinking as well.

Although the links provided were with 3D Max, I think the same could be applied for Blender. The reason is, that the collision volumes are essentially boxes of meshes with specified names. That is what I think Collada treats them as when converted from Max (but I can be very wrong). When converted from Collada to Ogre Mesh, then the collision volumes become part of the physics file.

There are some key points though that could prove this wrong:
- Collada treats meshes with the specified names as something else than as regular meshes.
- Blender cannot export to Collada properly.
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“We used to dream about this stuff. Now, we get to build it. It's pretty neat." - Steve Jobs
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delurin



Joined: 22 Jan 2008
Posts: 624

PostPosted: Fri Dec 25, 2009 7:17 am    Post subject: Reply with quote

the specific naming convention doesnt come in until the multiverse collada import tool is called
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demi



Joined: 14 Mar 2007
Posts: 122

PostPosted: Sun Dec 27, 2009 8:01 am    Post subject: Reply with quote

I was working on some modeling in Blender yesterday and figured out some issues. I will pass these on to you so maybe it help you get the collision you want.

You need to make a cube for each block of collision. The cube can be nothing more than a 1x1x1 which can be hidden inside a wall. Heck the cube can be placed anywhere on the model. I called these cubes dummy_0, dummy_1 and so on. Then make a rectangle around the area you want to have collision (I make them just sit on the outer surface and inner surface of a wall). Name them mvcv_obb_dummy_<cube number>.

Second thing I noticed is that sometimes the exported physics file leaves the name mvcv_obb_ in the name and does not remove it so a Dummy_1-geometry.0 would be named mvcv_obb_dummy_1-geometry.0. Just open the physics file in wordpad and remove the mvcv_obb_ in front of the name.

Hope this helps you.

D
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Flapman



Joined: 04 Dec 2008
Posts: 158
Location: Colorado Springs, CO

PostPosted: Sun Dec 27, 2009 12:58 pm    Post subject: Reply with quote

Hiya Demi,

Thanks for your help with this. I was thinking along similar lines but couldn't put it properly together in my head.

If you get your ideas to work, would you be willing to take a look at my .blend file and fix it that way. We can use that object as a demo for everyone for the future.

Best,

Flap

demi wrote:
I was working on some modeling in Blender yesterday and figured out some issues. I will pass these on to you so maybe it help you get the collision you want.

You need to make a cube for each block of collision. The cube can be nothing more than a 1x1x1 which can be hidden inside a wall. Heck the cube can be placed anywhere on the model. I called these cubes dummy_0, dummy_1 and so on. Then make a rectangle around the area you want to have collision (I make them just sit on the outer surface and inner surface of a wall). Name them mvcv_obb_dummy_<cube number>.

Second thing I noticed is that sometimes the exported physics file leaves the name mvcv_obb_ in the name and does not remove it so a Dummy_1-geometry.0 would be named mvcv_obb_dummy_1-geometry.0. Just open the physics file in wordpad and remove the mvcv_obb_ in front of the name.

Hope this helps you.

D
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demi



Joined: 14 Mar 2007
Posts: 122

PostPosted: Sun Dec 27, 2009 7:39 pm    Post subject: Reply with quote

I did get it to work. I have been downloading free content for my, how you say hobby MMO Smile

Check my gallery at L3DT. the one model is a Daz3D castle wall. Can't use it commercially though. Crying or Very sad

http://www.bundysoft.com/coppermine/displayimage.php?album=lastup&cat=0&pos=7

I have just did the Medieval castle this weekend from

http://www.rodluc.com/download.htm

edit: You can NOT use blenders physics for collision volumes! Blender collisions are for the internal game engine and not used as ridged body physics in MV engine.

Make an object then click on Buttons and links (usually opened on the bottom window in edit mode). Find the links and properties tab. In the first box enter the object name. Make a new box that is the collision data and name that box "mvcv_obb_" + <name of object you made>. The mvcv_obb_ must be lowercase and must proceed the name.

Also, do NOT make the objects in the same mesh! Make separate mesh objects.

Export the entire scene as collada 1.4.

Wish I could upload the screens but my website is down until March. Crying or Very sad
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Flapman



Joined: 04 Dec 2008
Posts: 158
Location: Colorado Springs, CO

PostPosted: Sun Dec 27, 2009 9:05 pm    Post subject: Reply with quote

Thanks Demi,

I will try that. I presume when I convert the file within the ConversionTool dialogue, the physics file will be output from the referenced "mvcv_obb_" meshes right?

Question though, do those objects need to be made invisible or will they basically be invisible after the conversion (eg. the examples in the Physics Tutorial related to 3dsMax Collision Volumes).

Thanks in advance for helping me tackle this. If this can be made to work I can keep Blender as a viable tool alongside 3dsMax for use on our project. Smile

Flap

PS. Incidentally, very nice example on the L3DT site, Great work. Smile

demi wrote:
I did get it to work. I have been downloading free content for my, how you say hobby MMO Smile

Check my gallery at L3DT. the one model is a Daz3D castle wall. Can't use it commercially though. Crying or Very sad

http://www.bundysoft.com/coppermine/displayimage.php?album=lastup&cat=0&pos=7

I have just did the Medieval castle this weekend from

http://www.rodluc.com/download.htm

edit: You can NOT use blenders physics for collision volumes! Blender collisions are for the internal game engine and not used as ridged body physics in MV engine.

Make an object then click on Buttons and links (usually opened on the bottom window in edit mode). Find the links and properties tab. In the first box enter the object name. Make a new box that is the collision data and name that box "mvcv_obb_" + <name of object you made>. The mvcv_obb_ must be lowercase and must proceed the name.

Also, do NOT make the objects in the same mesh! Make separate mesh objects.

Export the entire scene as collada 1.4.

Wish I could upload the screens but my website is down until March. Crying or Very sad
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demi



Joined: 14 Mar 2007
Posts: 122

PostPosted: Mon Dec 28, 2009 3:44 am    Post subject: Reply with quote

Yes. The conversion tool uses the reference and makes invisible collision boxes. The boxes names must start with mvcv_obb_ so the exporter knows they are collision volumes and not part of the scene.

The small cube called Dummy will be visible in the model through and that is why you bury it inside a mesh that is textured. I tried to make them invisible but they export still visible. I tried the naming convention from the wiki( wall_left, wall_right, etc) but Blenders mesh exporter does not work that way.

IMHO, Blender is ideal for doing models for MV. I tried out 3DSMax which is a great program but the price tag is beyond my budget so I had to settle for a modeling program that is within budget. As a matter of fact the entire tool kit I have assembled is free programs or very low cost programs. Total investment is under 100 bucks.

Blender has a steep learning curve but once you get the hang of it, you will find it easy to use.
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