animated collision model

Discussion in 'Mapping Questions & Discussion' started by naNuke, Feb 10, 2009.

  1. naNuke

    naNuke L1: Registered

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    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
     
  2. Spike

    Spike L10: Glamorous Member

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    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
     
    Last edited: Feb 10, 2009
  3. naNuke

    naNuke L1: Registered

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    sorry but collisions can be animated, but thanks ^^
     
  4. Queops

    Queops L2: Junior Member

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    How do you know collisions can't be animated?
     
  5. Spike

    Spike L10: Glamorous Member

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    I don't know, I think I read it somewhere
     
  6. Zeewier

    Zeewier L9: Fashionable Member

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    I think it's possible with some .qc commands, but I've never used it... check the dev wiki
     
  7. naNuke

    naNuke L1: Registered

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    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
     
    Last edited: Feb 10, 2009
  8. Zeewier

    Zeewier L9: Fashionable Member

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    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)
     
  9. Icarus

    aa Icarus

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    Example of an animated collision model:

    Payload Explosions!
     
  10. Spike

    Spike L10: Glamorous Member

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    Payload explosions has animated collision? Why?
     
  11. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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    Have you played Left 4 Dead? The cinematic physics there have collision.
     
  12. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Those are non-colliding :confused:

    A better example would be the hundreds of combine door props throughout the HL2 series with more complex animations than any door that occurs that much deserves to have :p
     
  13. Icarus

    aa Icarus

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    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.
     
  14. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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    Those are func_brushes that are enabled after the animation finishes.
     
  15. Icarus

    aa Icarus

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    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.