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Flapman
Joined: 04 Dec 2008 Posts: 158 Location: Colorado Springs, CO
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Posted: Tue Dec 22, 2009 8:04 pm Post subject: Stuck on Physics Exported from Blender |
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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
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Posted: Wed Dec 23, 2009 6:19 am Post subject: |
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| 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
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Posted: Wed Dec 23, 2009 6:47 am Post subject: |
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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.
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
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Posted: Wed Dec 23, 2009 7:20 am Post subject: |
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| 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
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Posted: Wed Dec 23, 2009 8:39 am Post subject: |
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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.
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
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Flapman
Joined: 04 Dec 2008 Posts: 158 Location: Colorado Springs, CO
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Posted: Wed Dec 23, 2009 12:03 pm Post subject: |
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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.
Flap
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delurin
Joined: 22 Jan 2008 Posts: 624
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Posted: Wed Dec 23, 2009 7:31 pm Post subject: |
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| 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
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Posted: Thu Dec 24, 2009 1:07 pm Post subject: |
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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. _________________ Sign off,
Hamilton
“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
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Posted: Fri Dec 25, 2009 7:17 am Post subject: |
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| 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
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Posted: Sun Dec 27, 2009 8:01 am Post subject: |
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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
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Posted: Sun Dec 27, 2009 12:58 pm Post subject: |
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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
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Posted: Sun Dec 27, 2009 7:39 pm Post subject: |
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I did get it to work. I have been downloading free content for my, how you say hobby MMO
Check my gallery at L3DT. the one model is a Daz3D castle wall. Can't use it commercially though.
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.  |
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Flapman
Joined: 04 Dec 2008 Posts: 158 Location: Colorado Springs, CO
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Posted: Sun Dec 27, 2009 9:05 pm Post subject: |
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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.
Flap
PS. Incidentally, very nice example on the L3DT site, Great work.
| demi wrote: | I did get it to work. I have been downloading free content for my, how you say hobby MMO
Check my gallery at L3DT. the one model is a Daz3D castle wall. Can't use it commercially though.
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.  |
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demi
Joined: 14 Mar 2007 Posts: 122
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Posted: Mon Dec 28, 2009 3:44 am Post subject: |
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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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