Object Slider sliding Volume issue

(6 posts) (3 voices)
  • Started 1 year ago by fredericgoncalves
  • Latest reply from iainB85

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  1. fredericgoncalves

    member
    Joined: Sep '14
    Posts: 12

    Hi everyone,

    I am currently using the vkObjectSliderConstraints component from the Studio libraries.

    I found something strange when I display the slidingvolume.
    I tried to have a box volume around my box and the resulting volume is actually a capsule (see attached file).

    Except for the sphere and capsule volume types, all the others generate a capsule as sliding volume to display.

    Is it normal ?
    Is there any workaround ?

    Thanks for your help.

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    Posted 1 year ago #
  2. hiddentux

    3D Experience Guru
    Joined: Feb '09
    Posts: 400

    Hi,

    Actually yes it's normal. The thing is, the combo box you see is the standard combo box used anywhere in Studio when dealing with vkBoundingVolume, but not all these types can be used with a vkObjectSliderConstraint.

    I believe the 3 custom volumes you can select are indeed the following :
    - Sphere
    - Capsule
    - MultiVolume

    Posted 1 year ago #
  3. fredericgoncalves

    member
    Joined: Sep '14
    Posts: 12

    Hi hiddentux,

    I understand a little better now.

    Does that mean that I can't have a slider based on a box with the vkObjectSliderConstraint?

    Thanks for your help.

    Posted 1 year ago #
  4. hiddentux

    3D Experience Guru
    Joined: Feb '09
    Posts: 400

    Hi,

    Sadly, no you can't. May I ask what do you want to do exactly ?
    Because there might be other ways to achieve that.

    Posted 1 year ago #
  5. fredericgoncalves

    member
    Joined: Sep '14
    Posts: 12

    Hi

    I have a simple object moving in 3D space.

    I wanted this object to simply collide and slide with any other object and report the collision data at run time.
    I simplified my problem by moving a cube and the final object will be very close (in shape) to a cube.

    That's why I wanted a cube shaped sliding object.

    I started to see that the physical engine might help.

    Posted 1 year ago #
  6. iainB85

    Interplanetary Delivery Boy
    Joined: Jun '08
    Posts: 515

    The physics engine is a bit more complex but will report much more collision information. If you add a physical object component to your actor, and check the "Keyframed" movement type option you can still move your actor via regular movement BB's.

    Posted 1 year ago #

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