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A little help on model setup


GIMPY73
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Ok

 

I'm trying to copy the Locker model , but using my AmmoBox instead.

 

I've looked at how the Locker is setup , and have gone through the lua script(seem to understand it).

 

The Locker is made up of 2 models "Locker and Locker_Door". So I made 2 models of my AmmoBox "Ammo_Box and Ammo_Box_Lid".

The Ammo_Box is made up of Box and Hinge , the Ammo_Box_Lid is made up of Lid in Cinema4D.

 

I can load it up in the editor fine , but if i shoot at the lid , it won't open???

 

I've re-named the various parts in the script to match my models , but still no luck.

 

So what is the best way to setup a my model.

 

Thanks

 

Gimpy73 :blink:

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No Niosop , i thought of that lol.

 

I tried putting it on its side , but still the same.

 

I think its the way the model is setup. I need to understand how the locker works from a modeling point of view.

 

If i load the props_locker into Cinema4D , I get "01 and doorhinge". And if i load props_locker_door , I get "object".

 

So i did the same for my ammobox:

 

Ammo_Box = "Box and Hinge" and Ammo_Box_Lid = "Lid". So like the locker the main body of the ammobox is made up from 2 objects and the lid is 1 single object.

 

Also the Hinge on my ammobox(just a cube) shows in the editor , but the one on the locker does not.

 

 

Thanks

Gimpy73 :blink:

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Ok i kinda got it working.

 

But then i had to re-adjust the position of the lid in Cinema4D to 0,0,0.

 

Now it don't work again lol , the lid does'nt even show up now.

 

Thanks

Gimpy73 ;)

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Perhaps it won't open because the joint from the locker is created at the Y axis. Try using

self.joint = CreateJointHinge( self.model, self.door,self.door:GetPosition(1), Vec3(0,0,1) )

 

or

self.joint = CreateJointHinge( self.model, self.door,self.door:GetPosition(1), Vec3(1,0,0) )

instead of

 

self.joint = CreateJointHinge( self.model, self.door,self.door:GetPosition(1), Vec3(0,1,0) )

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This really underscores the need for a visual physics editor where you can build your own physics geometry out of supported primitives and add joints and constraints. I may take a stab at it sometime if nobody beats me to it.

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This really underscores the need for a visual physics editor where you can build your own physics geometry out of supported primitives and add joints and constraints. I may take a stab at it sometime if nobody beats me to it.

 

 

That would be handy :)

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