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Collision problems

Posted: Fri Sep 15, 2006 7:29 pm
by Rends
Anyone else run into collision problems with invisible walls?

If i create a model than sometimes you can´t walk through doors/holes because of an invisble wall. this happen with or without collision models.
Not sure what cause this but i guess this happen more often if you use some XSI auto funtions like boolean (well i don´t bool anymore but i had this problem earlier) bevel , bridge polygon or resize objects.
so i either need to redo the collision model or break it in parts to fix this.
the docs doesn´t say anything about specific collision model forms like they do with terraincutter.

Rends

Posted: Sat Sep 16, 2006 7:54 am
by pinioncorp
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Yeah, I get this problem a lot (Library Balcony :? ). Still don't know why it does it, but I find I can fix it usually by toggling the vertex connectivity. That is, around the culprit area, split the vertexes so each polygon is a seperate piece. If it is already, merge them. It sounds wierd but I found this to work.

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Posted: Sat Sep 16, 2006 1:44 pm
by t551
Maybe try triangulating the mesh.

Posted: Mon Sep 18, 2006 12:01 pm
by FragMe!
I had a similar problem as I was also doing boolean functions in XSI.
Try making an option file with the following -donotmergecollision
or collisions (I am trying to remember from work) this allowed me to go
through openings that were previously blocked.

Posted: Mon Sep 18, 2006 1:29 pm
by Qdin
Rends, how about using a polymesh which you have full control of instead, then? Remember in SWBF1 when the solderi's collisions were only cylinders? Use the same and make a cube and boxmodel our of that. Then you'll hopefuly get a more 'clean' collision :) and if I remember right you'll still have to name it 'collision' :wink:

Posted: Mon Sep 18, 2006 3:23 pm
by Rends
Well qdin your idea will only work with simple objects or you would need to create a lot of cylinders/boxes.