Mkay, I'll give this a try later, I'll have to make colliders for the floor, walls, etc.
The tutorial will need to be changed to reflect that, I can do it once I get this working, as there are many people out there that don't make colliders for every single object, but in many cases just use the bounds.
Kickable sound question
- andylegate
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Re: Kickable sound question
"I'm still trying to find the plKey for Crud!"

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Re: Kickable sound question
andylegate wrote:The tutorial will need to be changed to reflect that
It already says: "Now you need to add a sndgroup to the collider-ground". That was good enough for me, but perhaps it helped that I have for myself always called these "collision" sounds instead of "kickable" or "physical" sounds.

"It is in self-limitation that a master first shows himself." - Goethe
- andylegate
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Re: Kickable sound question
Didn't help me as:
A) I've never had to make a sndgroup
and
B) collider-ground is my very ground itself. As you can give an object bounds, I assumed (wrongly of course) that since my ground IS a collision for the avie that was all I needed. Not have to go back and make colliders for everything.
I'll just add a note to the tutorial that says you need to make colliders for objects that the kickable will be sliding on and impacting, even if you have Bounds set for those objects is all.
A) I've never had to make a sndgroup
and
B) collider-ground is my very ground itself. As you can give an object bounds, I assumed (wrongly of course) that since my ground IS a collision for the avie that was all I needed. Not have to go back and make colliders for everything.
I'll just add a note to the tutorial that says you need to make colliders for objects that the kickable will be sliding on and impacting, even if you have Bounds set for those objects is all.
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Re: Kickable sound question
Bounds is what makes them colliders, isn't it?
"It is in self-limitation that a master first shows himself." - Goethe
- andylegate
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Re: Kickable sound question
Yes it does, but Lontahv says that you have to have colliders too. Having bounds set on an object is not enough, even though it makes to where you collide with the object.
hey don't ask me, I'm just following what they said
hey don't ask me, I'm just following what they said

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Re: Kickable sound question
Hmm, I think you misunderstood that. The way I read that is: if you use a collider to handle collision on a non-collider floor or wall you have to add the collider to the soundgroup instead of the object itself.
"It is in self-limitation that a master first shows himself." - Goethe
- andylegate
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Re: Kickable sound question
still no joy.
I made the group nothing.
Then went back and added the sound emitters to the group: nothing.
Added the chair that they are parented to the group: nothing.
Audio log still reads the same. The emitters are never being turned on.
I made the group nothing.
Then went back and added the sound emitters to the group: nothing.
Added the chair that they are parented to the group: nothing.
Audio log still reads the same. The emitters are never being turned on.
"I'm still trying to find the plKey for Crud!"

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Re: Kickable sound question
Here's the script I tested the feature with:
Empty is the emitter, ball is the kickable, and Cube is the ground. Try copying that exactly (except for names) and there's no reason for its failure.
Remember to ref the emitter rather than the soundfile (I think you were doing this, just wanted to make sure).
Code: Select all
Empty:
type: randomsound
randomsound:
sounds:
- SomeSound1:
sound:
file: S1
volume: 1.0
buffer: static
ball:
physical:
sndgroup: metal
impact: Empty
Cube:
physical:
sndgroup: stone
Empty is the emitter, ball is the kickable, and Cube is the ground. Try copying that exactly (except for names) and there's no reason for its failure.

Remember to ref the emitter rather than the soundfile (I think you were doing this, just wanted to make sure).
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
Re: Kickable sound question
Huh? You have two different soundgroups there. I thought they had to be the same (thus being in the same group).
"It is in self-limitation that a master first shows himself." - Goethe
- andylegate
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Re: Kickable sound question
Yes I ref the emitters, not the sound file.
Here's a pic of the alcscript (you don't see the impact emitter, but it's up there). This is with the 3d sound flags added.

Here's a pic of the alcscript (you don't see the impact emitter, but it's up there). This is with the 3d sound flags added.

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