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Animated collision box
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  • XSIdo
  • Posted: 04 May 2009 04:49 AM
  • Total Posts: 6
  • Joined: 02 October 2008 11:33 AM

Hello there.I have a problem with a model I made.

It’s a door that has 3 animations:open,close,idle.The door is opening and closing in the game but the collision box is static; is not moving with the model,so basically I can’t get into the next room.What also doesen’t make sense is that the collision box is not blocking bullets while the door is open.

What should I do?



Replies: 0
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  • dwigfor
  • Posted: 04 May 2009 09:29 AM

See if these threads help you…

http://community.softimage.com/showthread.php?t=4208
http://community.softimage.com/showthread.php?t=3757



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  • XSIdo
  • Posted: 04 May 2009 11:43 PM

I looked through them.Interesting,I will check all that later,but no it’s not related to my problem.My door has a collision box that has the same volume and shape.I said that I want my collision box to FOLLOW the door when is opening so I can pass through there.



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"The QC command $collisionmodel is used to embed a static collision mesh in a model, for use in VPhysics calculations. Animated models (including one that will become ragdolls) should use $collisionjoints instead”

http://developer.valvesoftware.com/wiki/$collisionjoints


You might also be able to get away with splitting the model, so that the part that moves (door) is a seperate model with it’s own collison box. The collisonmodel may not respond to skeletal animation, but there’s a chance it might still follow the root bone (I think dynamic props do this?). I haven’t tried this though.



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  • XSIdo
  • Posted: 05 May 2009 12:42 AM

:tooth:it’s moving wall lol. just 1 piece.I think it has something to do with enveloping, I guess.I’m stuck with this problem for 1 month.No one knows what to do.I hope it’s someone here that did this so he can tell me.



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  • XSIdo
  • Posted: 05 May 2009 12:43 AM

I tried collision joints.No luck yet.



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