Silly Collision Model Help?

Started by Watercycle, September 29, 2012, 12:49:00 AM

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Watercycle



this is the second model it has happened on

I make the actual 'reference/visual' model
I make the collision model ( used triangles this time over boxes for what i assume would be less expensive collision handling)

Select the model, pick the collisions, assure they have their own element smoothing, double check with hull count, make it concave, export


as you might see, the collision is offset from the actual model in the MDL but not in 3ds max
the collision model completely loses its place when 'staticprop' unchecked, and gets somewhat more of without ' use local origin as world origin'

wallworm

For the hull pieces... try applying a Reset XForm modifier to them. That should solve the problem.

Watercycle

#2
applied the Xform modifier to each collision piece and now get this cmd prompt error when exporting

SMD MODEL Box001.smd
SMD MODEL Box001_hull.smd

            *warnings in yellow*
WARNING: unknown studio command "6"
WARNING: unknown studio command "7"
WARNING: unknown studio command "end"

ERROR: bogus bone index
187 Box001_hull.smd :
5 -1049.750732 -262.933502 1800.943359 -0.843458 -0.
00000
ERROR: Aborted Processing on 'Seal/Box001.mdl'
Press any key to continue . . .


is there supposed to be a literal 'Reset XForm'? 'XForm' was the closest modifier i found; on max 2013 that is

wallworm

The pivot points of the hulls could cause an issue too. Try removing the XForm modifier (for now)... select the hull objects, open Wall Worm > Wall Worm Utilities > Hull Helper and click the Pivots to Selection Center Button. Then re-export.

Now... if this still fails, add the Xform onto each piece again.

NOTE THAT THIS CAN CAUSE PROBLEMS if the pieces are part of any hierarchy... so only take these steps if they are not linked as children/parents of other objects and/or each other.

If this doesn't help, I'd need to see the file.

Watercycle

i tried; if your able to prove i'm not crazy that would be nice haha

http://www.filedropper.com/spawnroomcubebackup2

wallworm

OK... I see the problem.

Apply the Xform modifier to your root model (the Box001 in this scene).

This problem is rooted in the way the WW SMD Exporter creates the reference point for the origin of a model at export-time. When you use the Use Local Origin as World Origin (and possibly without) it is imperative that the transform matrix of the model is "zeroed out". Essentially, if you move/rotate/scale the root mesh from its creation point, you should always reset its xform with the XForm modifier.

Here is a screen shot of the model in Hammer with it all aligned (no textures).

Sorry I haven't really documented that but I have been busy with projects, work and family and most of my time in 3D lately has been designing, coding and I haven't devoted a lot to docs in many months.

Watercycle

i must be missing something...

you selected the root model, applied a xform modifier, and exported?

i did so and with a hours worth of variations, all fruitlessly

wallworm

Yes, all I did was apply an XForm modifier and collapse it back to an editable poly.

What version of Max are you using? And which SMD Exporter are you using? (WW, Wunderboy, Cannonfodder... determined in the WW Settings?)

Watercycle

2013, wallworm exporter( the others aren't updated yet it seems )

wallworm

Hmmm... I cannot fathom what is going amiss then. I opened it straight up in Max 2013, applied the XForm and exported with WW SMD .

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