Collision

About RBR track editor

Collision

Postby hbaken » Thu Feb 07, 2008 7:56 pm

Can someone please tell me/us how to asign collision to objects, like trees and houses?
Any help is welcome.
Plankgas Track Design ---- http://www.ptd-3d.com
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Re: Collision

Postby Jarek Frydrych » Mon Feb 02, 2009 7:47 pm

Can anybody write something about collisions in wallaby? What I have to set in collision settings? (I mean this data1, surfID, data3)
What I have to set to make a collision with tree or building? And what when I making collision with movable object like bale, or tires?
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Re: Collision

Postby cricrikris » Mon Feb 02, 2009 10:31 pm

From what i know, you can't create your own collision meshes with proper surface ID, but you can set the object "weight" of moveable object (data1 value)

The method to have collision with good surface in your track is:
- open a RBR original track into wallaby,
- open object browser "collisionmeshes"
- select collision meshes you want
-right click on it, "binary export"
- save .CMS file
- do the same thing with all collisions you want to export
- close wallaby
- open your track into wallaby
- import one by one all the .CMS files (open files)
- then save .trk of your track
- close and re open your track

Now you can assign collision with good surface collision to your objects:
- import general meshes (for static object)
- right click on it , "assign collision meshes"
- select collision you want for you object

Then you can clone your object with its collision

For the moveable object it's the same idea.....

Notice that :
"data1=0" for static object
"data1=1" to "data1=10" for moveable object
It seems that data1 permit to set object "weight"

It seems that Surface ID are similar to ground surface ID


I hope that it would help you ;)
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Re: Collision

Postby HONZALEK Vratislav » Fri Feb 13, 2009 1:00 am

From my experience the weight depend on volume of object. Data1=0 means nonmovable. Data1=1-10 means something like "density" of object. Surfid is object surface, when meets car.

For example (data1)
(1) = tags (start,finish...)

(2) = concrete objects, walls

(3) = wooden fence, wheels, sings

(6) = banners

(7) = stronger part of road wooden walls (like in France)

(9) = weaker part of road wooden walls (like in France)

(10) = beams of wooden walls,wooden walls

missing numbers have similar properities like noticed

I writing manual for wallaby where you find everething essential so be patient;)
Sometimes Steering wheel, sometimes keyboard ,but still almost equal quick ;) Subaru WRT, The Mask
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Re: Collision

Postby Bostjan Berglez » Thu Mar 26, 2009 8:58 pm

Great !!

Looking forward to see the tutorial for wallaby.. now we pickup parts here and there :)
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Re: Collision

Postby Admal » Fri Apr 17, 2009 10:00 am

hello,

I have test objects in wallaby, but now i want understand right. For collision mesh i must have a original rbr colison mesh. But i must have the right, because when i change values, it doesnt work no more? Is that right?
Is that the same with moveable objects data?
I hope everyone can help.

Lamda
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Re: Collision

Postby cricrikris » Sat Apr 18, 2009 8:03 am

From what i know, you should not change values of original collision (moveable or not) in object browser. If you change, as you say, collision won't work anymore. Ithink the right way is to import the appropriate original collision.
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Re: Collision

Postby delu77 » Tue Apr 21, 2009 6:30 am

I'd like to thanks a lot Lamda for his help and Vratislav for his explanations!

This is my first wallaby collision test. Need to improve objects pivot point and "weight" ;)

http://www.youtube.com/watch?v=6AcOeldeh_s
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Re: Collision

Postby HONZALEK Vratislav » Tue Apr 21, 2009 4:59 pm

Best test is create 10 objects and every add collision with different data1. But some numbers have almost the same properties.
Sometimes Steering wheel, sometimes keyboard ,but still almost equal quick ;) Subaru WRT, The Mask
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Re: Collision

Postby Admal » Tue Sep 29, 2009 12:39 pm

hello

wich axis are the right for colusion boxes. world axis? what must i change that the collusion has right direction (for example a light rotate pole). or must i go the other way, rotate my object at 3dsmax same as collusion box and rotate it at wallaby ?

whats about collusion box size, i can change it, its working good but if i copy it at wallaby the size will be reset (not the position). is there any solve ?

Thanks a lot

Lamda
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