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Messages - theprotestingmoose

#1
Your collision worked fine and it also helped me figure out how to create my own.

I really appreciate the help. Thanks a ton.
#2
Thanks for the reply.
I actually had a few unmerged vertices. I merged them but I'm doing something else wrong here.

From what you write it sounds like I should be able to make my own collision mesh, not only have an autogenerated one.
I tried it here:

Concave checked and all in one smoothing group. I export it without the offset ofc. So I make the mesh and then I select my main arch in worm tools and use pick hull on my custom mesh. I can toggle its visibility with hide CM/show CM so it seems like it's assigned. But then again, it exports like a solid mesh without the arch.

Here's the max file if it helps: LINK REMOVED

Thanks.



#3
Hello. I'm trying to export some objects with an arch shape. For example:


I've followed yjr 101 collision video and I think I've managed to understand most of it. But I can't get this right.
I think the problem stems from the arch not being concave? Whatever I seem to do I got a collision which covers the "hole" in the arch so there is no depth.

I thought I could just take the arch, make it a more simple optimized mesh, use process CM,  assign it as a collision object and it should work. Newp. 

So what I've tried is to divide up all the pieces that the arch consists of into elements with the hull helper and it creates a more complex arch then the autogenerated. But the geometry is messy and it still doesn't have depth ingame. And furthermore, in the video you use "create hulls from selection" and you get a single mesh with multiple elements. I get multiple meshes instead and no elements. And I don't think I can assign all the meshes to the arch?

Sorry for the messy description.

In short: What is the best way to go about this?
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