vkObjectSliderConstraint Questions

(7 posts) (2 voices)
  • Started 10 months ago by c_ridley
  • Latest reply from hiddentux

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  1. c_ridley

    member
    Joined: May '13
    Posts: 31

    Attached is a jpg with two walls imported as DAE from Google sketchup. I have a vkObjectSliderConstraint on the charactor. It walks through the wall with the window but is stopped by the solid wall. I have tried applying a collision group with no success. How do you model environments with doors and windows and keep the charactor restrained?
    Any suggestions are appreciated. Thank You!

    Attachments

    1. wall.JPG (37.9 KB, 7 downloads) 10 months old
    WARNING: Files uploaded in the forums are not monitored by 3DVIA and therefore might contain content that is malicious or offensive. Download at your own risk
    Posted 10 months ago #
  2. hiddentux

    3D Experience Guru
    Joined: Feb '09
    Posts: 378

    Hi C_ridley,

    Could you post your project here please ?

    One thing to know about the vkObjectSliderContraint, is that you can set an entire Group (select several Actors in a stage -> Right-click -> Move To -> New Group) as its Collider. That means you can create a simplified collision mesh (here, for example, with 2 boxes), make it invisible, set this Group as the Collider, and your Character will collide with it.

    This way you don't have to worry about the real geometry of your environment, and the performances are increased.

    As a side note : you should use 3DVIA Shape

    Posted 10 months ago #
  3. c_ridley

    member
    Joined: May '13
    Posts: 31

    Hello hiddentux,

    Great avatar name by the way. I tried to follow your instructions but I think I am missing a step. I have the three walls in a group and have the character m_Colliders point to the "TestGroup". i guess I am misunderstanding the part about making a simplified collision mesh for the group. I have attached the project. When you start it, click on screen and press the ENTER key to start the character walking towards the first in a series of trigger zones. The last wall of the TestGroup will prevent him from getting there. My intent is to allow the player to toggle from a "walk through" of the experience and/or have manual control of the character. To do that i have to figure out how to stop him from walking through the walls.

    Thanks for taking a look and I apologize ahead of time for all the "loose" piece of code. Do not use the 3rd person camera to view as this will cause screen hysterics to occur at this point. Use the authoring camera when you run it to view the behavior.

    Attachments

    1. objectslider.mpexp (5591.3 KB, 1 downloads) 10 months old
    WARNING: Files uploaded in the forums are not monitored by 3DVIA and therefore might contain content that is malicious or offensive. Download at your own risk
    Posted 10 months ago #
  4. hiddentux

    3D Experience Guru
    Joined: Feb '09
    Posts: 378

    Hello,

    Thanks ! "Great is OK, but amazing would be great"

    I've added a beautiful red collision wall to your project (it'll automatically hide at runtime).
    The point is to have a simplified geometry, roughly positioned like the real one, and that the character can't cross. Here the vkObjectSlider doesn't "see" the glass : it's too thin, so the m_Last Reaction Vector doesn't increase enough.

    Though it works well, I know it can be painful depending on your environment.

    One other way could be to force the vertical position of the character to stay the same even if you detect a collision on x or z (m_Last Reaction Vector), but I'm not sure there won't be any side effects.

    P.S : not sure why, but the textures didn't load at the opening

    Attachments

    1. ObjectSlider_CollisionWall.mpexp (5597.4 KB, 4 downloads) 10 months old
    WARNING: Files uploaded in the forums are not monitored by 3DVIA and therefore might contain content that is malicious or offensive. Download at your own risk
    Posted 10 months ago #
  5. c_ridley

    member
    Joined: May '13
    Posts: 31

    Hello hiddentux,

    Amazing Avatar name by the way! Thank you for your help. I think what you showed me will be sufficient to get the job done although you are correct in that it will add a lot of work to my project. I am not sure how all of you folks at 3DVia connect. I did a lot of modeling with Frederic Vacher on the DaVinci 3DVIA Museum experience.

    https://swym.3ds.com/#community:120/Museum_3D_Experience

    I am in the process of modeling Da Vinci's chateau in France. It is quite a large model with the terrain and interior details. I have been structuring the application using multiple stages in an attempt to minimize impact on processors but am at the point that I am concerned it might be too large for the 3DVIA platform. It is running fine on my computer but I have a pretty good setup with a high end video card and tons of ram on board. Are the limitations or max recommendations as to application sizes that can be handled by Studio? It would be of benefit to know.

    I hope you get a chance to respond. You seem like a very busy person in the forum here. Thanks!

    Posted 10 months ago #
  6. c_ridley

    member
    Joined: May '13
    Posts: 31

    c_ridley said:Hello hiddentux,

    Amazing Avatar name by the way! Thank you for your help. I think what you showed me will be sufficient to get the job done although you are correct in that it will add a lot of work to my project. I am not sure how all of you folks at 3DVia connect. I did a lot of modeling with Frederic Vacher on the DaVinci 3DVIA Museum experience.

    https://swym.3ds.com/#community:120/Museum_3D_Experience

    I am in the process of modeling Da Vinci's chateau in France. It is quite a large model with the terrain and interior details. I have been structuring the application using multiple stages in an attempt to minimize impact on processors but am at the point that I am concerned it might be too large for the 3DVIA platform. It is running fine on my computer but I have a pretty good setup with a high end video card and tons of ram on board. Are the limitations or max recommendations as to application sizes that can be handled by Studio? It would be of benefit to know.

    I hope you get a chance to respond. You seem like a very busy person in the forum here. Thanks!

    I thought to add a few images to give you an idea of scope. Your PS: with regard to textures not loading on the project I sent you was due to the fact that I had to strip everything to bare bones in order to send you the example. 10000k does not hold much.

    Posted 10 months ago #
  7. hiddentux

    3D Experience Guru
    Joined: Feb '09
    Posts: 378

    Hi,

    I'm going to try to answer you.

    First, it depends on what platform we are talking about (desktop, web, CAVE). We're obviously talking about the web platform here, so it's almost certain that you'll deal with bandwidth or online storage issues before reaching any Studio limitation. We do have 3D Experiences with as much as 15 million polygons and several hundreds of megabytes of textures (not necessarly in dds format), and they run just fine on the appropriate hardware.

    So I would be more concerned by online (bandwidth, storage) or client (hardware performances) issues than by Studio limits.

    By the way, if you ever have to deal with a huge amount of data, you can use Studio's SSP (Screen Space Partitioning), which allows to stream asset content from disk, both ways, so as to keep on screen and in memory only what's really relevant.

    About the collision mesh, you only have to add these invisible walls where there are windows, right ?
    Although I suppose a castle can have quite a large amount of windows

    Posted 10 months ago #

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