3D Rad - Free 3D game maker - Forum

This forum is now archived!

This forum is locked, and is a read-only version. A new community-ran forum can be found at classdev.net

News:

The 3DRad community can be found at classdev.net.

Pages: [1]

Author Topic: RigidBody upgrade/new feature  (Read 1382 times)

« on: September 18, 2009, 03:41:49 PM »
i know a current way of getting dynamic meshes into 3d rad, but it requires 2 rigidbodies and a joint object per rigidbody

think there's a way to upgrade the rigidbody(and google sketchup exporter) so there's 2 things loaded for a rigidbody(if you want to) the mesh(static) and dynamic together and will act as 1 object?

now for collisions somehow have it recognize what you are linking to so the dynamic sphere part is colliding with the static part of another and the same for the other, no passthroughs due to lack of spheres when playing

for the exporter in sketchup to match it
add "export mesh collision for dynamic rigidbody"

and a little other thing not exactly related to this:
add "export rigidbody VISUAL mesh" for sketchup's export list (i suggested this a while back and it got misunderstood for pure collision mesh and from then on, ignored)

Currently using 7.22
« Reply #1 on: September 20, 2009, 08:11:30 AM »
think there's a way to upgrade the rigidbody(and google sketchup exporter) so there's 2 things loaded for a rigidbody(if you want to) the mesh(static) and dynamic together and will act as 1 object?

No I don't think this would be technically possible  :-\

for the exporter in sketchup to match it
add "export mesh collision for dynamic rigidbody"

I think this is option number (7) in the plugin menu?

and a little other thing not exactly related to this:
add "export rigidbody VISUAL mesh" for sketchup's export list (i suggested this a while back and it got misunderstood for pure collision mesh and from then on, ignored)

This would be feasible, but please keep in mind that you can probably use 'Export as generic DirectX file' for this, by simply directing the output to the folder of an existing rigidbody object.

« Reply #2 on: September 20, 2009, 11:06:20 AM »
ok

Quote
I think this is option number (7) in the plugin menu?
i meant for the new option suggested above

the current way to do this is
rigidbodydynamic+joint+rigidbodystatic(mass=1)
link\/_________________link\/
rigidbodystatic2+joint+rigidbodydynamic2
\/_____________________\/
rigidbodydynamic3+joint+rigidbodystatic3

repeat, resulting in all dynamics linked to statics that can move and then dynamics to the terrain.
gets a bit messy when you want to, say, destroy a wall that you built with 100 bricks.
which is 100 joints, and 200 rigidbodies

Quote
This would be feasible, but please keep in mind that you can probably use 'Export as generic DirectX file' for this, by simply directing the output to the folder of an existing rigidbody object.
thanks, i completely forgot about that. i used to have a corrupted 3d rad export plugin that made this option never work.

problem with default with no visual replacer, is that say you have a dynamic collision with 500 spheres. whell those 500 spheres are loaded twice, 1 for collision and one for visuals. also makes your total rigidbody size on disk bigger


Currently using 7.22
« Reply #3 on: September 20, 2009, 02:29:00 PM »
i meant for the new option suggested above

Ah, ok, no I don't think the plugin could be improved to the point that it can export body+join+bosy systems  :-\


problem with default with no visual replacer, is that say you have a dynamic collision with 500 spheres. whell those 500 spheres are loaded twice, 1 for collision and one for visuals. also makes your total rigidbody size on disk bigger

I'm afraid there is no way around this. In all cases loading would be for two distic files, thus loadtime would be the same.
« Reply #4 on: September 21, 2009, 05:39:49 PM »
ok
Quote
I'm afraid there is no way around this. In all cases loading would be for two distic files, thus loadtime would be the same.
but there may be a slight difference in 20k polies for sphere and 200 polies for simple mesh outline for visuals

Currently using 7.22
« Reply #5 on: September 22, 2009, 02:41:30 AM »
Keep in mind that the spheres for the collision model don't have to have high-poly count. Infact, the less polygons you use for the sphere group the better.

Even if you only use SketchUp, please read the following page for important general information about modeling for RigidBody objects

http://www.3drad.com/importing.php
Pages: [1]