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anthony_4n7

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Posts posted by anthony_4n7

  1. By the naming it looks like the mesh is skinned, is that true?

    Collision mesh is not skinned. It may be textured in model editor for tests(like "what if"). But sadly if you import fbx + texture files (*.tga) you will get same results like I have.

  2. Change the name of the collision to 'collisionmesh' and see if that works.

     

    Nope. Doesnt work. The only method that kind of works is if "collisionhull" or "collisionmesh" object will be not a limb of main model. Then when I press convex hull it will disappear and I see only my model in main editor and my own "collisionhull" wireframe. But if I "run" project I still see my cylinder :(

     

    you will need to delete the .phy file each time before you see it update.

    Yes I noticed that thats why when I reimport my FBX I delete phy. mdl and meta files. Just to be sure.

     

     

    As for now I must conclude that this feature doesn't work as it was described in official tutorial.

  3. I just tried collision hull thing and it didnt worked for me, can you guys help me what I've done wrong?

    As it seems everything ok.

    I have a model with a limb called "collisionhull".

    When I preview this my model nothing being converted.

    When I press in model viewer PHYSICS > Convex hull it shows new wire frame lines but I can still see my cylinder.

    (as you can see, I moved this cylinder in main editor to see if my main animated model imported correctly)

     

    But when I've done the same but not in same hierarchy as it was presented in tutorial after I pressed Convex hull, my collision hull was disappeared and I saw only my model in main editor. But when I tried to run this project I saw a cylinder again.

     

    Here is some screenshots:

    post-17245-0-53331900-1462692098_thumb.png

     

    And here is my model with texture and other stuff that was generated by LW:

    !imports_20160508_132224.zip

  4. Hmm, just tested few things:

     

    I got one model (mech A) with these params :

    physics mode = character controller

    collision type =prop

    mass = 0.5

     

    and another model (mech B):

    physics mode = rigid body

    collision type =prop

    mass = 0.0

     

    Mech A falls on Mech B and lands on it only with these props. So if I need 10 enemy units to land on a some kind of platform, I must set their physics mode to character controller ?

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