animated collision model

naNuke

L1: Registered
Feb 1, 2009
6
0
hello all :) i have not-so-small-problem :D hope you can help.

Well, i made my custom doors with opening/closing animations and my problem is becuase i did model and animation in 3ds max then i exported reference and sequence models properly trought 3ds max smd export plugin... BUT ...that plugin just cant export collision models properly ... it links my boxes together and make total sh** of it then if i compile, compiler say errors and make its own bad collision model.

I solved this problem by exporting model from MAX to .obj file, then importing into XSI mod tools and exporting again as collision smd and it works fine for static models.

My problem is in that i dont know how to export my model and bones from MAX into XSI so i can export it as collision model.... every time i import it into XSI i got just bones or just model and i lost all weight maps >.>

is there a way to properly export collisions from MAX or do you know a way to import it into XSI without losing weight maps? or i will have to learn how to animate in XSI (i dont like that software so it's just last hope if everything else fails)

thanks for any ideas :p
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Collisions can't be animated, you'll have to use a func_door entity inside hammer so it blocks when it's closed, and opens when i'ts no.

Also to propelly export collision models, export collision model from 3dm to XSI with a .obj file. Then open it into XSI and press 8, select all the collision meshes and press Geometry Aproximation, then go Poly Mesh, and then un-check Automatic. Then export as physic smd, and you're done
 
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Queops

L2: Junior Member
Apr 30, 2008
77
3
Collisions can't be animated, you'll have to use a func_door entity inside hammer so it blocks when it's closed, and opens when i'ts no.

How do you know collisions can't be animated?
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
I think it's possible with some .qc commands, but I've never used it... check the dev wiki
 

naNuke

L1: Registered
Feb 1, 2009
6
0
nvm, i solved it. btw i didnt ask how to animate collision model, i know that, my problem was losing bones and weightmaps during exporting into smd so i got bad collision model. it is becuase i use 3ds max and i cant export collision from it.

i solved it with exporting boxes of collision into different reference models and than manualy copy lines from file to one file and mix it together and it worked, but its pain to do it that way, so if anyone know better way, feel free to tell me :D
 
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Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
For messed collision models: Smoothing Groups!

This is because collision models must be convex and each smoothing group be a convex shape. (You don't have to make multiple objects this way)
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Payload explosions has animated collision? Why?
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
Have you played Left 4 Dead? The cinematic physics there have collision.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
The barrels that fly out of the pit, as well as other large debris, can have their collisions enabled and animated. You can test this out on goldrush and badwater.
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
The barrels that fly out of the pit, as well as other large debris, can have their collisions enabled and animated. You can test this out on goldrush and badwater.

Those are func_brushes that are enabled after the animation finishes.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
You can use the model viewer and check the "collision model" box to see for yourself. Decompile Goldrush and Badwater and you can also see that they do not use func_brushes

However, I must warn against using animated collisions, since teleporter exits tend to explode if you use them within the bounding box.
 

r0nii

Banned
Mar 16, 2019
200
23
i found out. in script normaly you use %collisionmodel. replace it with %collisionjoints then will work but will smooth everything so its means no details for animations

edit: by script i mean .qc