Imaginary physics in Uru

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Imaginary physics in Uru

Postby Embreon » Tue Jan 18, 2011 2:49 pm

Ok..... I'm totally going insane here ....
The last few hours I have been working on my age to get rid of a Imaginary physics sphere ...
In 3dsmax there is nothing with physics of such sort but when I export it to Uru, there is a wall ....
Image

When I link in a that spot I can sometimes walk out but not back in again .....

Can someone please take a look, because this is really frustrating ...

My age ....
http://www.megaupload.com/?d=IT916335
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Re: Imaginary physics in Uru

Postby andylegate » Tue Jan 18, 2011 4:05 pm

I'm downloading it now and will take a quick look for you.

Off the top of my head I would say it might be:

The physics on the railing there is set to "Hull" and needs to be set to "Exact".

I'll get back after I've looked.
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Re: Imaginary physics in Uru

Postby andylegate » Tue Jan 18, 2011 4:27 pm

Very interesting concept by the way.

Okay, I can't find anything hidden, or on a different layer that you may have forgotten about.

You Don't have any physics set for that rail, so being able to block the player does not make any sense in any way shape or forum.

I did notice that the pivot point for it is outside the bounds box. This is from you modifying the mesh of course. Try going to the hierchy tab and resetting the pivot point to the object, and of course resetting the scaling. But I can't believe that's causing the problem.

Now the ground right there is the top of a cylinder that you've modified, and you do have physics on it, however it's set to "exact", so that should be fine. However, again the pivot point is way up on the surface. Try resting it to the center of the object, and reset the scaling, etc.

I can't export it and try it myself right now, but I also can't see anything that would block the avatar like that.
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Re: Imaginary physics in Uru

Postby Embreon » Wed Jan 19, 2011 2:33 am

Changing the pivot points did not help...

I removed the front cylinder to see if that was the problem but to bad.
But the thing is that the problem moved when I moved that Solar Disk.
I made a new click-able that controls the disk ( the click able was on the disk itself )
Now the problem is gone ...

So what I think that happened is that when I merged the Solar Disk into this scene and rescaled it, It for some
reason kept its original size. And because a click-able apply physics to an object, it gave physics to the original object.

Either way, the problem is gone!

Thanks for your help !
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Re: Imaginary physics in Uru

Postby andylegate » Wed Jan 19, 2011 11:23 am

Cool! Glad you got it fixed, and can't wait to see your Age when it's done!

Oh, by the way, I always use "Exact" for my clickables physics. And if I made the object in Blender and ported it over to Max, I make sure to use the CNTRL-A key on it in Blender first to get the scaling and rotation data. I can remember when I first started making Ages in Blender, if you forgot to do that on your clickables, they would be messed up when you exported and link in (like a 10 foot tall Journal book, heheheh).
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Re: Imaginary physics in Uru

Postby Paradox » Wed Jan 19, 2011 1:42 pm

For most clickables, a box collider is best. Box colliders are much faster than exact bounds.
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Re: Imaginary physics in Uru

Postby Embreon » Wed Jan 19, 2011 2:37 pm

Here are the files, so you can have a sneak peek at what i'm making ;)
There are still glitches and some texture problems ....

Image

http://www.megaupload.com/?d=DRIOZS14
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Re: Imaginary physics in Uru

Postby Egon » Thu Jan 20, 2011 1:05 am

Straight away I have two question:
1) Which prefix did You aquire for this age?
2) There is already age called "testage" made by TheMagician.

Since You want to distribute this particular age it is necessary that it has unique prefix and name. And name must be set before exporting (which means: don't rename ".age" file after exporting).

EDIT: After linking in I notice couple of issues but it's working progress so it's normal. I'm so jealous about ability to make bone animations with Cyan plug-in exportable to URU.
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Re: Imaginary physics in Uru

Postby Embreon » Thu Jan 20, 2011 2:18 am

Yes I am aware of the fact that I'm using a "already in use " prefix number. But I'm not going threw the trouble of registering and claiming a number
if I'm not even sure I'll ever distribute this age.

It's the top of a huge tower, but since your only on the top and never see the tower I did not create it.

It would be nice if you could tell me the "glitches" you found, maybe they are different from the ones I know off

And If you would like, I could write a tutorial on how to create skinned meshes with bones ...
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Re: Imaginary physics in Uru

Postby andylegate » Thu Jan 20, 2011 4:37 am

Embreon: Outstanding! The bone animations that you have on that cloth will make a lot of people drool! :D

This is a very cool looking Age and I do hope you continue it and put it out for distribution!

(oh, and BTW - if you write up a tutorial on how to do Bone Animations and Skinning in Max I'll make sure it's included with all my tutorials with you as the author.)
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