Ok, so I couldn't help it--I scaled up the rancor prop (and his animations) by a lot and put it in my map. It's the right size, and the animations work and everything, but I do have one problem that I wasn't expecting...
With the exception of a few spots (such as the back of the rancor's thigh) the rancor seems to be missing collision geometry. I can walk right through him. Can anybody think of why that might be or how I could fix it?
Resizing=loss of collision geometry?
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- authraw
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Caleb1117
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Re: Resizing=loss of collision geometry?
I can make a guess, I have formed the theory, that:
If there are too big of poligons, (or "faces") in the collision, it is efectivly worthless.
It maybe that you scaled it up so big, that the model "faces" grew big enough to walk right through, except in places that are partiularly dense.
My guess is that the lines running through a model add extra support to a collision, and that a blank "face" deosn't have enough support to hold back a player.
If there are too big of poligons, (or "faces") in the collision, it is efectivly worthless.
It maybe that you scaled it up so big, that the model "faces" grew big enough to walk right through, except in places that are partiularly dense.
My guess is that the lines running through a model add extra support to a collision, and that a blank "face" deosn't have enough support to hold back a player.
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Re: Resizing=loss of collision geometry?
Its been known for some time that scaling up an object messes up the collision. I think its because the model itself is scaled up but the collision isn't. Unfortunately, the only way to fix it is with XSI.
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FragMe!
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Re: Resizing=loss of collision geometry?
You could try adding CollisionScale = "putnumberhere" in the ODF
- authraw
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Re: Resizing=loss of collision geometry?
Hmm... Tried it, it didn't seem to help. Ah well, I'll either downsize it until it works or put in some invisible objects.FragMe! wrote:You could try adding CollisionScale = "putnumberhere" in the ODF
