Josh Posted January 2, 2010 Author Share Posted January 2, 2010 Make a drawer shape out of 5 boxes. Export an .obj. Run it through phygen. You now have a .phy file that contains five convex hulls forming the drawer shape. This is how concave objects are made. Maybe everything we learn during this process will make a nice tutorial. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
omid3098 Posted January 2, 2010 Share Posted January 2, 2010 So I've learned a new point tonight: Convex hull physic shapes will be separate for each object of a model, right? now I should do fix these: - pivot points in back rear of each drawer. - desk pivot point in same "Y" as drawers. - re create physics for drawers (and desk mesh?) according to top point. I can't go to office tomorrow , but I will make it as soon as possible. if you can see something wrong, or something missing in my to-do list, please correct me. Maybe everything we learn during this process will make a nice tutorial. Maybe?! this is a great tutorial for me right now. we have exactly same thing in our gameplay, but for a commode drawer! and I have to create models and physics for that. I had no Idea about how to do this before! but will do it easily, when I start that level. Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
Josh Posted January 2, 2010 Author Share Posted January 2, 2010 After that, I can add some grabbing code like Penumbra uses pretty easily to the FPS script, and that will probably help you. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
omid3098 Posted January 2, 2010 Share Posted January 2, 2010 GREAT!! Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
dreamhead Posted January 2, 2010 Share Posted January 2, 2010 ar you gone take all features from penumbra and put them in leadwerks or just this one? can wait to see it in action and to play whit it Quote the real world is in my head CPU-Intel® Core2 Quad CPU Q6600 @ 2.40GHz CPU Speed 2.40 GHz RAM 3.5 GB OS Microsoft Windows XP Professional (Build Service Pack 32600) Video Card GeForce 8800 GT Video Card Features- *Video RAM 512.0 MB Video RAM 256 MB 512.0 MB Hardware T&L Yes Pixel Shader version 3.0 Vertex Shader version 3.0 using:leadwerks2.3,2 [ Link to comment Share on other sites More sharing options...
omid3098 Posted January 4, 2010 Share Posted January 4, 2010 Download this one - pivot points placed in back rear of each drawer. - desk pivot point placed in same "Y" as drawers. - re-create physics for drawers and desk mesh. Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 11, 2010 Share Posted January 11, 2010 I'm a bit puzzeled with the lua code at the moment. I'm wondering how the drawers are positioned. I can't see any bones or pivots inside the desk mesh and neither do I see the code that positions the drawers at a pivot. I have to be totally blind here or I'missing something completely. Quote Link to comment Share on other sites More sharing options...
Niosop Posted January 11, 2010 Share Posted January 11, 2010 They were probably positioned in the modeling program so that when they're imported they're at the correct offset. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 11, 2010 Share Posted January 11, 2010 They were probably positioned in the modeling program so that when they're imported they're at the correct offset. Thats what I thought at first. But when you open the drawers in the model viewer, you can see that the pivot point of the drawers lies in the back. I don't know why exactly but when you drag the drawers in the editor, the pivot point is indeed with the correct ofsett. Quote Link to comment Share on other sites More sharing options...
omid3098 Posted January 12, 2010 Share Posted January 12, 2010 your right Aggor. Pivot points are placed in back rear of each drawer. but they exported without reseting transform. so you can place them with correct offset. If I export them with reset transform, you have to place them one by one in their correct position. I don't know if this type is right, but as Josh did not report anything I thought it's correct. Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
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