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#42 Ogre/ODE-based 3D mesh collisions do not function.

r15
closed
nobody
1
2008-09-24
2008-09-12
JukkaJ
No

Using the teddy bear model in the sample world as an example, do the following.
Enter the Create.. menu and select the teddy bear.
Choose reX tab and select Mesh Edit button.
Give a unique name to the mesh editor, and check both xFlip and yFlip to cause a mesh to be created in your local inventory.
Now close the Create.. menu, as the newly added 3D model in the inventory is not shown in the reX->Collision Mesh Name drop list.
Reopen the Create.. menu, and select the teddy bear. Open the Collision Mesh Name drop list and select the mesh in your inventory.
Close Create.. tab and walk to collide with the teddy bear.

The avatar will walk through the teddy bear without colliding.

Expected: The avatar and teddybear will not interpenetrate, either stopping the avatar, or tipping the teddy bear over and walking over it.

Reproducibility: 2/2

Discussion

  • Jani Juusola

    Jani Juusola - 2008-09-15
    • assigned_to: nobody --> triple-j
     
  • Jani Juusola

    Jani Juusola - 2008-09-15

    let see.. to work-->

     
  • Jani Juusola

    Jani Juusola - 2008-09-15
    • assigned_to: triple-j --> nobody
    • priority: 7 --> 3
    • status: open --> open-works-for-me
     
  • Jani Juusola

    Jani Juusola - 2008-09-15

    hmmm, works for me..
    There is fixed some bugs from (mesh edit) uv-flip...
    collision work if i change checkboxes from create menu--> object tab -> TRUE physical and phantom to FALSE...

    need more testing?

     
  • Jani Juusola

    Jani Juusola - 2008-09-15
    • priority: 3 --> 1
     
  • Lasse Öörni

    Lasse Öörni - 2008-09-24

    Very likely server issue; collision mesh support is at least known to be limited into the first submesh.

     
  • Lasse Öörni

    Lasse Öörni - 2008-09-24
    • status: open-works-for-me --> closed
     

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