Invisible Collider

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

Invisible Collider

Postby GPNMilano » Mon Sep 15, 2008 2:09 pm

Okay, I've found this in two of my ages so far, so now I'm going to post this problem. I keep finding in several of my ages, in the same location, an invisible collider. Its cube shaped, and not present in any of my blend files. So obviously its something created by Uru itself. Has anyone else encountered this problem before?
You can't stop the truth. IC Blog
User avatar
GPNMilano
 
Posts: 1155
Joined: Mon Apr 21, 2008 5:50 am

Re: Invisible Collider

Postby andylegate » Mon Sep 15, 2008 3:36 pm

Not quite the same, but something slightly close:

I kept having this bolder appear, floating up in the air. No mater which layer I looked at, I could not find this boulder anywhere in Blender. It would only appear after I exported the Age.

Turns out, is was in blender. It was in a different scene. As importing objects or files will cause Blender to create seperate scenes for that import. Sure enough, I had created the boulder in a seperate blend file and imported it in my Age. Later, I didn't want it anymore, so I deleted it. But I never thought to go up and click on scenes and make sure there was only one scene.

Have you checked your scenes and ensured there is only one?
"I'm still trying to find the plKey for Crud!"
Image
Blender Age Creation Tutorials
3DS Max Age Creation Tutorials
User avatar
andylegate
 
Posts: 2348
Joined: Mon Oct 01, 2007 7:47 am

Re: Invisible Collider

Postby GPNMilano » Mon Sep 15, 2008 4:00 pm

andylegate wrote:Have you checked your scenes and ensured there is only one?


All of my ages only have one scene in blender. (Double checked before making this post). I thought the same thing, until I noticed that its a multiple age problem, and not confined to a single age. I'm even getting it in Cyan made ages.
You can't stop the truth. IC Blog
User avatar
GPNMilano
 
Posts: 1155
Joined: Mon Apr 21, 2008 5:50 am

Re: Invisible Collider

Postby D'Lanor » Mon Sep 15, 2008 4:58 pm

I remember finding visible cubes in Cyan's ages in flymode. Possibly at the center coordinates but I don't remember exactly. Invisible ones would be impossible to find that way of course, since in flymode the avatar doesn't have collision. ;)
"It is in self-limitation that a master first shows himself." - Goethe
User avatar
D'Lanor
 
Posts: 1980
Joined: Sat Sep 29, 2007 4:24 am

Re: Invisible Collider

Postby Lontahv » Mon Sep 15, 2008 6:46 pm

GPN: Try deleting some of 'em hiding scenes in Blender. I sometimes get a build up of them and don't realize it.
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
User avatar
Lontahv
Councilor of Artistic Direction
 
Posts: 1331
Joined: Wed Oct 03, 2007 2:09 pm

Re: Invisible Collider

Postby Grogyan » Mon Sep 15, 2008 10:01 pm

I have had this problem before!

Listen up for this fix, split a window and make it "Outliner", select each object, in turn and look for a pink dot in the 3D view.
Its this dot, that will be causing your problems, because you deleted all the vertices instead of deleting the object, just delete that pink dot and you'll be ok.

BTW that dot is the ObData centre and holds all the information on the object including bounding boxes, and non existant vertices.

This was a major pain when I found it, because of Blender 2.45 or earlier, that somehow, would switch to edit mode when you add an object, in edit mode you would be able to delete the vertices without deleting the object.
Better to have loved and lost than never to have loved at all
User avatar
Grogyan
 
Posts: 1203
Joined: Thu Oct 11, 2007 1:27 am

Re: Invisible Collider

Postby Jojon » Tue Sep 16, 2008 12:00 pm

Am I the only one who considers the outliner one of the most important parts of the GUI and have one visible at all times? :7

Anyway, if the problem propagates to other ages... there was a thread where somebody had an Ahra pahts shell never paging out and following him around wherever he went... I've tried for a while to find that thread, without any luck -- no doubt your memory is better than mine. :7
Jojon
 
Posts: 1116
Joined: Sun Sep 30, 2007 5:49 am

Re: Invisible Collider

Postby GPNMilano » Tue Sep 16, 2008 5:44 pm

Its definately not an issue with blender. As I said its something thats occuring in Cyan ages as well as my own. Always in the same spot, there's a colllider (seems either cube or octogonal in shape) about the height of the avatar. Its popped up in Relto, Kveer, and Bevin, as well as in one of my own ages. I've checked all the sequence prefixes, to ensure that I don't have two of the same, and I don't. I'm going to ignore it for now, unless it gets worse.
You can't stop the truth. IC Blog
User avatar
GPNMilano
 
Posts: 1155
Joined: Mon Apr 21, 2008 5:50 am

Re: Invisible Collider

Postby Grogyan » Tue Sep 16, 2008 10:57 pm

GPNMilano wrote:Its definately not an issue with blender. As I said its something thats occuring in Cyan ages as well as my own. Always in the same spot, there's a colllider (seems either cube or octogonal in shape) about the height of the avatar. Its popped up in Relto, Kveer, and Bevin, as well as in one of my own ages. I've checked all the sequence prefixes, to ensure that I don't have two of the same, and I don't. I'm going to ignore it for now, unless it gets worse.


Is this collider at the world origin?
If it is then it is definitely a problem with Blender.

My belief as to why Cyan leaves the cube in, is to have an easy point of reference to where the whole geometry is placed in relation to everything else.
Or perhaps that was their method for handling pages in their Max Plugin?

On a side question was this Age of yours and old Age made compatible with the new plugin via a wizard, or scratch built from plugin 1.21?
The reason is I am trying to figure out why you would have a cube there, and there are only 2 reasons why, prior to GOW PyPrp we were using the Alcugs PyPrp which used cubes to distinguish different prp pages, but that never caused a problem involving collision.
I still believe that you have a cube with no vertices, did you try my suggestion of checking every object in the "Outliner" with what is in the "3D view", it will be the only object without any visible lines or triangles for a typical mesh, but there would be in"Object Mode" a pink dot left, meaning that the object still exisits and thinks it has vertices and any other data associated with it
Better to have loved and lost than never to have loved at all
User avatar
Grogyan
 
Posts: 1203
Joined: Thu Oct 11, 2007 1:27 am

Re: Invisible Collider

Postby GPNMilano » Wed Sep 17, 2008 12:30 am

Grogyan wrote:
GPNMilano wrote:Its definately not an issue with blender. As I said its something thats occuring in Cyan ages as well as my own. Always in the same spot, there's a colllider (seems either cube or octogonal in shape) about the height of the avatar. Its popped up in Relto, Kveer, and Bevin, as well as in one of my own ages. I've checked all the sequence prefixes, to ensure that I don't have two of the same, and I don't. I'm going to ignore it for now, unless it gets worse.


Is this collider at the world origin?
If it is then it is definitely a problem with Blender.

My belief as to why Cyan leaves the cube in, is to have an easy point of reference to where the whole geometry is placed in relation to everything else.
Or perhaps that was their method for handling pages in their Max Plugin?

On a side question was this Age of yours and old Age made compatible with the new plugin via a wizard, or scratch built from plugin 1.21?
The reason is I am trying to figure out why you would have a cube there, and there are only 2 reasons why, prior to GOW PyPrp we were using the Alcugs PyPrp which used cubes to distinguish different prp pages, but that never caused a problem involving collision.
I still believe that you have a cube with no vertices, did you try my suggestion of checking every object in the "Outliner" with what is in the "3D view", it will be the only object without any visible lines or triangles for a typical mesh, but there would be in"Object Mode" a pink dot left, meaning that the object still exisits and thinks it has vertices and any other data associated with it


It was none of those things. Ready for this:

It was an a prp file, that was no longer part of any sum file, or any age file, with a page number of 2. The age had a unique sequence prefix, that didn't conflict with any other age. But because it was a prp file (that didn't belong to any age anymore since the rest of that ages files were deleted) it stuck itself to every age with a page number 2. But it didn't draw any objects in the prp file, just the collider. (that particular age was a test i did for a subworld elevator. that page was the subworld, and the collider was the elevator's shaft) for whatever reason the only thing that was being drawn when the prp tagged along with every age with a page num of 2, was the collider. Once I deleted the prp file, the "phantom collider" went from every age.

Really freaking weird how plasma works sometimes.
You can't stop the truth. IC Blog
User avatar
GPNMilano
 
Posts: 1155
Joined: Mon Apr 21, 2008 5:50 am

Next

Return to Building

Who is online

Users browsing this forum: No registered users and 4 guests