GeorgeP Posted July 25, 2012 Share Posted July 25, 2012 Hello . I use 3ds max to create high quality characters. The problem is that when i import them in unigine they are huge. So there are 2 solutions. 1) scale them down in 3ds max. 2) use scale(x,y,z) in every update method in unigine. I prefer the first method but when i impot the scaled down models in unigine this is the result: There is a problem in second method too. In every character i use: obstacle = new ObstacleSphere(1); object.addChild(obstacle); route = new PathRoute(object_radius); route.setExcludeObstacles((obstacle)); The problem here is that the characters dont collide. When i print the radius of the obstacle in update method i still get result 1. What can i do to fix any of these problems ? Thank you for your time. Link to comment
GeorgeP Posted July 25, 2012 Author Share Posted July 25, 2012 Forgot to mention that this is the original character: Link to comment
manguste Posted July 27, 2012 Share Posted July 27, 2012 It seems something is wrong with export settings. Could you provide a screenshot with your exporter so we can check them? Or even better, sending a mesh is an option, so we can test it at once. P.S. This is a Minecraft-version of the girl :) Link to comment
GeorgeP Posted August 7, 2012 Author Share Posted August 7, 2012 Hello. Here is alyson. alyson.rar It is a dae file which i import in 3ds max using OpenCollada plugin. thnx. Link to comment
manguste Posted August 8, 2012 Share Posted August 8, 2012 Here is alyson. Ok, thank you, will have a look at that. There is a problem in second method too. In every character i use: obstacle = new ObstacleSphere(1); object.addChild(obstacle); route = new PathRoute(object_radius); route.setExcludeObstacles((obstacle)); The problem here is that the characters dont collide. When i print the radius of the obstacle in update method i still get result 1. Do you find 2D routes? You can be simply out of the obstacle radius when finding a path (i.e. make sure that the obstacle centre is on the same line as the plane for your pathfinding). If it is the case, creating ObstacleCapsule with big height helps. If not, please send us a minimal test scene for reproduction. Link to comment
GeorgeP Posted August 10, 2012 Author Share Posted August 10, 2012 Hello. The routes are calculated normally. The problem appears only when i scale down the model. It probably scales down the obstacle too cause it is object's child. thnx. Link to comment
ulf.schroeter Posted August 11, 2012 Share Posted August 11, 2012 Based on numerous posts in regard to scaling simple rule for UNIGINE animated geometry and all kinds of physics: DO NOT use in-engine node scaling, as this will cause all kinds of troubles ! ALWAYS export your models pre-scaled within your modelling environment and leave Unigine node scaling to (1/1/1). In-engine scaling for static mesh geometry (only acting as colliders in physics) on the other hand seems to be unproblematic. Link to comment
alexei.garbuzenko Posted August 11, 2012 Share Posted August 11, 2012 Sometimes due to weak regional settings handling in exporter plugin models appear scaled 2.54 times up while bones are converted as is or vice-versa. I didn't found a way to solve it with scene or computer settings so I was forced to write a convertor app that opens .smesh file and scales model or bones. Weird. Link to comment
manguste Posted August 14, 2012 Share Posted August 14, 2012 Alexei, do you use Generic units? Link to comment
unclebob Posted August 15, 2012 Share Posted August 15, 2012 Hi George, That 'minecraftization' is because of scale and plugin auto-weld feature. Export plugin will automatically weld vertices if they are close enough. Please try to tune 'Precision' parameter. I think that 8 or 10 should be enough. Also, you can use 'Scale' parameter, so it's not necessary to scale your model in scene. Link to comment
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