Jump to content

Weird collision mesh issues


oniontrain

Recommended Posts

I\'ve re exported this thing a dozen times and I can\'t figure out what\'s up with it. In game it acts like the collision mesh is shifted over to the left of the actual model, so when you go to surface attach a part, it end up either floating in the air or inside the mesh. I\'ve never had this problem before. No matter where I tell the nodes to go they seem to be stuck in the middle and slightly forward of the model as well. Is there some new variable I\'m forgetting to add or what?

http://dl.dropbox.com/u/21315217/robin.zip

Link to comment
Share on other sites

Hmm, I\'d first check the collision mesh pivot point in the 3D scene. It doesn\'t NEED to be, but it wouldn\'t hurt to place it at the scene origin (XYZ = 0,0,0).

Also, make sure you haven\'t linked the collision mesh to another object in your model. The part loader will find the collision mesh and move it to a different place in the hierarchy, so if it is parented to another object, it\'s possible it could be getting shifted at load time.

These are just some ideas off the top of my head. I hope they help.

Cheers

Link to comment
Share on other sites

Had a look at the model using Maya.

First of all, may I know what software you use to model it? Your program looks like it has the nasty habit of appending _PIVOT to the end of all models.

Second of all, I think Harv was on the right track. Your model is off-center. That, however, is only the beginning of the problem. I tried setting the models back to the scene origin... turns out, both your parts are off-origin by default, even when all the translation parameters are at 0. Even worse, they\'re not even aligned; as it turns out, your collider mesh is, by default... halfway left and almost fully behind your physical model. I\'m not quite sure how to fix this... But at least now you know the problem. Try to make your collision mesh meet your physical model.

Link to comment
Share on other sites

Update: Re aligning both the pivots to the world, then aligning the objects to the pivots seemed to fix some of the problem. Also setting the scale to 1 instead of .1 helped. It\'s still not perfectly on target though. It\'s close enough I guess, if anyone else wants to try to make any sense of it, it\'s the same download as linked in the OP. Thanks for the help!

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...