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Author
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Topic: contact/wheel points
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Aladar Pilot
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posted 06-15- 04:37 PM
Im trying to get my Bristol Scout to sit on the tail skid, but no matter what I do to the Wheel points, it wont work! I also have problems getting the wing to not fall through the ground. Clipping probs. ------------------ Aladars ONLY project, the Bristol Scout "Don't move, if we scatter, he'll pick us off! Stand Together!"~~Aladar http://fightersquadronworkshop.homestead.com/MainPage.html IP: Logged |
ArgonV Pilot
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posted 06-15- 04:42 PM
I too am having the wing clipping problem! Please tell us how to solve the problem in detail. Thank you.IP: Logged |
Laika 801 Pilot
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posted 06-15- 04:49 PM
Huh ? The tail skid (or its parent) should have one obBodyPt in the right position. So it wont go below that point, try to get the Wheel Pts right with some trial and error till the plane starts 0-1 feet above the ground in the right position. And please explain what are clipping Problems ?Note that OPS (at least V1.2.1) does not save your obBodyPts when you edit them in the proplist-tab, you must edit them in text mode... LK
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Laika 801 Pilot
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posted 06-15- 04:50 PM
It would be too cool if Bryan add visible WheelPts to OPS...IP: Logged |
Aladar Pilot
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posted 06-15- 04:56 PM
Laika, clipping probs mean that the wing will go part way underground with no apparent dammage.------------------ Aladars ONLY project, the Bristol Scout "Don't move, if we scatter, he'll pick us off! Stand Together!"~~Aladar http://fightersquadronworkshop.homestead.com/MainPage.html IP: Logged |
ArgonV Pilot
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posted 06-15- 04:56 PM
Laika, "clipping problems" are when 3d objects pass thru one another when they are not supposed to (wings passing thru the ground). Most every 3d games has them. Could you explain how to edit obBodyPts so my wings dont pass thru the ground? I have no clue where to begin.[This message has been edited by ArgonV (edited 06-15-2000).] IP: Logged |
jedi Pilot
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posted 06-15- 05:31 PM
AC3D explanation here...You have to have the plane extracted into .lods for this to work. Open the .lod in AC3D. Highlight the vertex you want to know the body point for. Select "edit-move" and a little window will come up with the X,Y,Z coordinate of the vertex. Write it down. Do that for all the vertices you're interested in. Now open the plane itself in OPS. Select the part you're interested in. Replace the obBodyPts vertices with the ones you got from AC3D. Save your work. Close and reopen OPS, and reopen the plane. Use the BodyPts tool, and look at the little X's. They should correspond to the edge of the part now. Any little X's out in space represent a body point that isn't correct, and any parts of your plane that don't show little X's will be able to pass through objects like the ground. For wheel points, open the wheel in AC3D. Highlight the whole object, and select "edit-move." The X,Y,Z in the little window will be the centroid of the object, which is the wheelpoint. Enter that value in OPS. ------------------ --jedi-- IP: Logged |
Aladar Pilot
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posted 06-15- 05:38 PM
IM STUNNED AT HOW CLEAR THAT EXPLINATION IS. I BOW BEFORE YOU . LOL, Thanks alot!------------------ Aladars ONLY project, the Bristol Scout "Don't move, if we scatter, he'll pick us off! Stand Together!"~~Aladar http://fightersquadronworkshop.homestead.com/MainPage.html IP: Logged |
Laika 801 Pilot
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posted 06-15- 05:52 PM
Nearly the same for MAX/other 3d prgs - you need to know some co-ordinates of the object that detaches. The object, i.e. the wing-part must have mass !!! Otherwise you could add 1000 BodyPts without changing anything. OK - the wingtip has a mass (see inertia...), now open the part in your modeller prg and write down the co-ordinates of some "major" verts - this needs some thinking ! Dont use every vertex as an obBodyPts ! There are "first-level" obBodyPts wich define the "shape" of the plane, i.e. you can't fly through hills/houses/terrain whatever, and there are "second-level" Pts, wich are only active when the part is detached from the plane - so look for something like "onDetach (obBodyPts (verts x,y,z x,y,z x,y,z ...))" enter your points (dont use too much !) here and thats it ! Keep in mind that only objects with a mass (something like plus (phyBoxinertia...) ) will use obBodyPts. Look at some other planes to underdstand how this is used in OP, read SV`s tutorials and print out and read the OpenPlaneSpecification File - these are the things I do when I run into problems  Fixed ? LK IP: Logged |
Laika 801 Pilot
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posted 06-15- 05:57 PM
Jedi - I guess I understand something wrong, but aren't the WheelPts co-ordinates are in the co-ordinate system of the ultimate-parent (normaly the fuse) ??? Might be that AC3D does handle this in an other way, but with 3DS my Wheels are always at 0,0,0, otherwise they wont work... Aladar - the co-ordinates of the part must be in the same co-ordinate system like the part itself (I.e. the wing is centered at 0,0,0, so one edge is maybe at 5,2,2 in its own co-ordinate system, but in the c-system of its parent it would be 11,4,-2, dont mix it up !)
LK
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Sv Pilot
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posted 06-15- 06:44 PM
This pretty much explains it the way Jedi did for AC3D users: http://www.schoolmusic.com/chickencoop/se5a/docs/contact.htm ------------------ -Sv =FC= WWI in SDOE!
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