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Home ? Importing Assets ? Collision Schmollision

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28/02/2012 08:58:58

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 975
Chaps (but mainly Dylly I think) - I need some help with editing collisions on a couple of models I have.

I have some .obj models (from Arteria3d) which I need to edit the collisions on.

In order to get these models into Muvizu I use Bitrun to convert and then either use wingrep or notepad to change the things in the .ase that Muvizu doesn't like - all good.

But the collisions on some of these models are too generous and AS WE CAN'T TURN OFF COLLISIONS IN MUVIZU I need to edit the models somehow.

Now there is a tutorial of how to do this in Sketchup which I'm sure I could do, but running the obj through Sketchup screws up the textures. Instead of the texture being applied once over the model, it gets applied 1000 times but is really tiny.

I guess I either need to learn how to edit collisions in the obj before I convert, using Meshlab or something, or how to fix my texture issue in Sketchup.

As you can probably tell, I really know nothing about this, but like Ziggy I think I need to get to grips with the modelling side of things to improve my sets.

Anyone any suggestions of how to approach this, resources to use, tutorials ???

Thanks, Berty.
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28/02/2012 12:32:37

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Hi Berty,

I'm assuming the collision on the models that you are importing into Muvizu is the standard collision that Muvizu applies automatically, in other words there is no actual collision applied to the model you are importing. If this is the case the solution is relatively painless and will not in the end effect your materials on the models.

Import the .obj file into sketchup, and create your collision mesh to the proportions you require. Remember the basic rules of each plane having no more than four sides and all shapes to be convex. If you are presented with a concave shape, split it into small shapes with a gap between each shape.

Now delete the .obj file you imported into sketchup and export the collision mesh as per the tutorial and add it to the .ase file. Your materials will not be effected and the model should load with the new collision.

Alternatively

you can correct materials in sketchup by right clicking a face with a material applied to it and going to
1Texture
2Position

This will bring up four control handles which will let you rotate, re-size and re-position the texture on the face until it looks right.

Hope this helps
Tim
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28/02/2012 17:14:12

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 975
Dylly,

As ever that has pointed me in the right direction and I have created my own collision map now.

I didn't realise that I couldn't edit it because it didn't have one ! It kind of makes sense now.

Thanks for the tips on materials as well.

Berty
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28/02/2012 19:55:46

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
My solution to the whole collision issue is to simply add this section to the end of the ASE file for any model :
*GEOMOBJECT {
*NODE_NAME "UCX_pCubeShape1"
*NODE_TM {
*NODE_NAME "UCX_pCubeShape1"
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 24
*MESH_NUMFACES 12
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 +00002.009277 +00001.953125 +00000.000000
*MESH_VERTEX 1 -00001.927734 -00002.377930 +00000.000000
*MESH_VERTEX 2 -00001.927734 +00001.953125 +00000.000000
*MESH_VERTEX 3 +00002.009277 -00002.377930 +00000.000000
*MESH_VERTEX 4 +00002.009277 +00001.953125 +00000.000000
*MESH_VERTEX 5 +00002.009277 -00002.377930 +00001.180664
*MESH_VERTEX 6 +00002.009277 -00002.377930 +00000.000000
*MESH_VERTEX 7 +00002.009277 +00001.953125 +00001.180664
*MESH_VERTEX 8 -00001.927734 +00001.953125 +00001.180664
*MESH_VERTEX 9 +00002.009277 +00001.953125 +00000.000000
*MESH_VERTEX 10 -00001.927734 +00001.953125 +00000.000000
*MESH_VERTEX 11 +00002.009277 +00001.953125 +00001.180664
*MESH_VERTEX 12 -00001.927734 +00001.953125 +00001.180664
*MESH_VERTEX 13 -00001.927734 -00002.377930 +00000.000000
*MESH_VERTEX 14 -00001.927734 -00002.377930 +00001.180664
*MESH_VERTEX 15 -00001.927734 +00001.953125 +00000.000000
*MESH_VERTEX 16 +00002.009277 -00002.377930 +00001.180664
*MESH_VERTEX 17 -00001.927734 -00002.377930 +00000.000000
*MESH_VERTEX 18 +00002.009277 -00002.377930 +00000.000000
*MESH_VERTEX 19 -00001.927734 -00002.377930 +00001.180664
*MESH_VERTEX 20 +00002.009277 -00002.377930 +00001.180664
*MESH_VERTEX 21 -00001.927734 +00001.953125 +00001.180664
*MESH_VERTEX 22 -00001.927734 -00002.377930 +00001.180664
*MESH_VERTEX 23 +00002.009277 +00001.953125 +00001.180664
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 0 B: 1 C: 2 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 1: A: 1 B: 0 C: 3 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 2: A: 4 B: 5 C: 6 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 3: A: 5 B: 4 C: 7 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 4: A: 8 B: 9 C: 10 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 5: A: 9 B: 8 C: 11 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 6: A: 12 B: 13 C: 14 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 7: A: 13 B: 12 C: 15 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 8: A: 16 B: 17 C: 18 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 9: A: 17 B: 16 C: 19 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 10: A: 20 B: 21 C: 22 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 11: A: 21 B: 20 C: 23 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
}
*MESH_NUMTVERTEX 24
*MESH_TVERTLIST {
*MESH_TVERT 0 -00002.009759 +00001.953151 0.000000
*MESH_TVERT 1 +00001.927249 -00002.377558 0.000000
*MESH_TVERT 2 +00001.927249 +00001.953151 0.000000
*MESH_TVERT 3 -00002.009759 -00002.377558 0.000000
*MESH_TVERT 4 +00001.953151 +00000.000000 0.000000
*MESH_TVERT 5 -00002.377558 +00001.181102 0.000000
*MESH_TVERT 6 -00002.377558 +00000.000000 0.000000
*MESH_TVERT 7 +00001.953151 +00001.181102 0.000000
*MESH_TVERT 8 +00001.927249 +00001.181102 0.000000
*MESH_TVERT 9 -00002.009759 +00000.000000 0.000000
*MESH_TVERT 10 +00001.927249 +00000.000000 0.000000
*MESH_TVERT 11 -00002.009759 +00001.181102 0.000000
*MESH_TVERT 12 -00001.953151 +00001.181102 0.000000
*MESH_TVERT 13 +00002.377558 +00000.000000 0.000000
*MESH_TVERT 14 +00002.377558 +00001.181102 0.000000
*MESH_TVERT 15 -00001.953151 +00000.000000 0.000000
*MESH_TVERT 16 +00002.009759 +00001.181102 0.000000
*MESH_TVERT 17 -00001.927249 +00000.000000 0.000000
*MESH_TVERT 18 +00002.009759 +00000.000000 0.000000
*MESH_TVERT 19 -00001.927249 +00001.181102 0.000000
*MESH_TVERT 20 +00002.009759 -00002.377558 0.000000
*MESH_TVERT 21 -00001.927249 +00001.953151 0.000000
*MESH_TVERT 22 -00001.927249 -00002.377558 0.000000
*MESH_TVERT 23 +00002.009759 +00001.953151 0.000000
}
*MESH_NUMTVFACES 12
*MESH_TFACELIST {
*MESH_TFACE 0 0 1 2
*MESH_TFACE 1 1 0 3
*MESH_TFACE 2 4 5 6
*MESH_TFACE 3 5 4 7
*MESH_TFACE 4 8 9 10
*MESH_TFACE 5 9 8 11
*MESH_TFACE 6 12 13 14
*MESH_TFACE 7 13 12 15
*MESH_TFACE 8 16 17 18
*MESH_TFACE 9 17 16 19
*MESH_TFACE 10 20 21 22
*MESH_TFACE 11 21 20 23
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 0 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 1 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 2 +00000.000000 +00000.000000 -00001.000000
*MESH_FACENORMAL 1 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 1 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 0 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 3 +00000.000000 +00000.000000 -00001.000000
*MESH_FACENORMAL 2 +00001.000000 -00000.000000 -00000.000000
*MESH_VERTEXNORMAL 4 +00001.000000 -00000.000000 -00000.000000
*MESH_VERTEXNORMAL 5 +00001.000000 -00000.000000 -00000.000000
*MESH_VERTEXNORMAL 6 +00001.000000 -00000.000000 -00000.000000
*MESH_FACENORMAL 3 +00001.000000 -00000.000000 -00000.000000
*MESH_VERTEXNORMAL 5 +00001.000000 -00000.000000 -00000.000000
*MESH_VERTEXNORMAL 4 +00001.000000 -00000.000000 -00000.000000
*MESH_VERTEXNORMAL 7 +00001.000000 -00000.000000 -00000.000000
*MESH_FACENORMAL 4 -00000.000000 +00001.000000 -00000.000000
*MESH_VERTEXNORMAL 8 -00000.000000 +00001.000000 -00000.000000
*MESH_VERTEXNORMAL 9 -00000.000000 +00001.000000 -00000.000000
*MESH_VERTEXNORMAL 10 -00000.000000 +00001.000000 -00000.000000
*MESH_FACENORMAL 5 -00000.000000 +00001.000000 -00000.000000
*MESH_VERTEXNORMAL 9 -00000.000000 +00001.000000 -00000.000000
*MESH_VERTEXNORMAL 8 -00000.000000 +00001.000000 -00000.000000
*MESH_VERTEXNORMAL 11 -00000.000000 +00001.000000 -00000.000000
*MESH_FACENORMAL 6 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 12 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 13 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 14 -00001.000000 +00000.000000 +00000.000000
*MESH_FACENORMAL 7 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 13 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 12 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 15 -00001.000000 +00000.000000 +00000.000000
*MESH_FACENORMAL 8 +00000.000000 -00001.000000 +00000.000000
*MESH_VERTEXNORMAL 16 +00000.000000 -00001.000000 +00000.000000
*MESH_VERTEXNORMAL 17 +00000.000000 -00001.000000 +00000.000000
*MESH_VERTEXNORMAL 18 +00000.000000 -00001.000000 +00000.000000
*MESH_FACENORMAL 9 +00000.000000 -00001.000000 +00000.000000
*MESH_VERTEXNORMAL 17 +00000.000000 -00001.000000 +00000.000000
*MESH_VERTEXNORMAL 16 +00000.000000 -00001.000000 +00000.000000
*MESH_VERTEXNORMAL 19 +00000.000000 -00001.000000 +00000.000000
*MESH_FACENORMAL 10 -00000.000000 -00000.000000 +00001.000000
*MESH_VERTEXNORMAL 20 -00000.000000 -00000.000000 +00001.000000
*MESH_VERTEXNORMAL 21 -00000.000000 -00000.000000 +00001.000000
*MESH_VERTEXNORMAL 22 -00000.000000 -00000.000000 +00001.000000
*MESH_FACENORMAL 11 -00000.000000 -00000.000000 +00001.000000
*MESH_VERTEXNORMAL 21 -00000.000000 -00000.000000 +00001.000000
*MESH_VERTEXNORMAL 20 -00000.000000 -00000.000000 +00001.000000
*MESH_VERTEXNORMAL 23 -00000.000000 -00000.000000 +00001.000000
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0
}

This creates a matchbox sized collision box on the origin point. Muvizu is happy with that, you can overlap your models with anything you like, and I don't have to edit bleedin' collision meshes! I just use transparent backdrops if I want to add surfaces that can be interacted with. That's my tuppence, anyroadup
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28/02/2012 20:01:11

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Who is this super hero, Sarge?
Nope
Rosemary the telephone operator?
Nope
Ziggy, who's just saved me hours trying to get these bloody meshes to work?
Could be!

That is superb! For some reason I cannot get the meshes as small as that! Thank you!
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28/02/2012 20:51:13

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
No prob Dylly - I have noticed that Muvizu doesn't like models that are too 'thin' - it's like there is a minimum size each of the dimensions have to be to avoid a GPF, and it's no doubt the same for collision meshes too. I have created panes of glass (thanks for the transparency tips!) for use in window frames, but I had to make them oversized in Sketchup so that I could then scale them back down in Muvizu to make them the right sort of scale again (at least having the tiny collision box makes putting them in frames a doddle).

Also, I have now learned how to make stuff in Sketchup - damn that's a powerful program. I am about to go watch the 'advanced' tutorials for it now, so expect some models (fairly) soon!
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28/02/2012 21:01:40

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 975
Ziggy - You're a star.

I have saved it as c:\ut3\ziggymesh.ase
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11/03/2012 03:51:38

WozToonsExperimental user
WozToons
Posts: 494
Thanks Ziggy, saved me a lot of learning and work.

Applause
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11/03/2012 12:36:40

massimo_bo
massimo_bo
Posts: 3
Hi guys,
A few days ago I published the video “Mona Lisa Smile Backstage” with my personal solutions to these kind of problems. Team Muvizu haven't published yet (???), so I write here the link of this video (it's in italian, but i think it is understandable)
In particular, according to you I apply the texture in sketchup model and then I export the model in .ase and the texture in .jpg. Now i modify the file .ase, adding the texture. Look at the video (5:00)
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18/03/2012 12:21:24

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
Clearly I'm doing something wrong because this keeps putting the collision UNDER my objects so they end up sitting a foot or so off the ground. It works, and it's small and this would be outstanding if I could figure out why it's showing up where it is... EEK!
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18/03/2012 15:44:18

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Danimal, are you referring to my Match Box collision model? If so, you have to remember that the collision box is placed on the origin point in Sketchup - if your ASE files weren't created by you, then you can't guarantee that the original author placed the model on the origin. If you have the SKP files, you can go into Sketchup and move them down onto the origin (as I always do with other people's models). Hope that helps.
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18/03/2012 17:56:05

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
Indeed. I tried it with some brand new models in Sketchup and it worked like a charm. I knew I was doing something wrong. Thanks!
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19/03/2012 14:16:57

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
If you group or make your object a component you can right click on it to change the axis that way you can place the rotation point anywhere you want. Also it means you can match the collision object to your geometry object for import.

--
Direct, don't animate!
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19/03/2012 15:04:49

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Good one Jamie, forgot you could do that What He Said
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