Floor wrong collision while leaving sittingmod

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Floor wrong collision while leaving sittingmod

Postby Maroonroon » Thu Oct 19, 2017 2:09 pm

Hello;
I have a chair I can sit on and it works well,
but while I leave it, at the end of the "standing up" avatar animation, the avatar falls down through the floor (around one shoe's height under the floor collider),
and then, if I walk, the avatar falls down through the "ghost" floor (around half an avatar's height under the floor collider).
Any idea?

- The floor collider have Triangle Mesh Bounds
:arrow: I'm working with "Blender 2.49b + PyPRP", on "Windows 10 Family x64".
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Maroonroon
 
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Re: Floor wrong collision while leaving sittingmod

Postby dendwaler » Thu Oct 19, 2017 2:29 pm

Bring the center of your sitting box in line with its bottom face.
(Select bottom face and then set the center using "shift S"cursor to selected . and after that set origin to 3d cursor"
Now place your box slightly above the floor. if the box is to high or to low , you can scale it again in z direction without the need to replace or adjust the place because the bottom will stay where it is.
That will do it.
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Re: Floor wrong collision while leaving sittingmod

Postby Maroonroon » Thu Oct 19, 2017 5:16 pm

Thanks for your message, dendwaler; but the problem wasn't there.
In fact, there's a wall in front of the chair, and the wall was too close to the chair (0.06 units)...
I moved the wall from 3.94 units away the chair, to 4 units, and it works. :)
:arrow: I'm working with "Blender 2.49b + PyPRP", on "Windows 10 Family x64".
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