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[OBJECT] Collar Test
https://www.xmoonproductions.org/viewtopic.php?f=27&t=3530
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Author:  riftporn [ Fri Dec 19, 2014 1:23 am ]
Post subject:  [OBJECT] Collar Test

Soooo.....after I figured out a way to make ring shaped collision meshes (not sure if it's the right way to make them, but they seem to work pretty well):

Attachment:
collision.jpg
collision.jpg [ 358.33 KiB | Viewed 17838 times ]


I thought I make a collar to test the concept:

Attachment:
collar.jpg
collar.jpg [ 537.04 KiB | Viewed 17838 times ]


Files in zip in case you want to test and mod this....it's certainly not perfect. Some values in the ini might need tweaking and the collision mesh can sure be made better. Also, sorry about filesize, could be optimized I guess.

You will have to put this to objects.dat (after also editing init.dat):
Quote:
sex_objecti:COLLAR COLLAR1
{
scene_id = DUNGEON1;
pos = (-4.6,1.35,2.3); //absolute positioning around Saikos neck
}


Only works for Saiko!

Attachments:
collar.zip [1.56 MiB]
Downloaded 661 times

Author:  tomahawk308 [ Fri Dec 19, 2014 6:36 am ]
Post subject:  Re: [OBJECT] Collar Test

thanks riftporn :D

Author:  modderman [ Fri Dec 19, 2014 7:39 am ]
Post subject:  Re: [OBJECT] Collar Test

Why that specific shape for collision pieces? It work well, but think I get fps drop from it.

Author:  riftporn [ Fri Dec 19, 2014 2:30 pm ]
Post subject:  Re: [OBJECT] Collar Test

Quote:
Why that specific shape for collision pieces? It work well, but think I get fps drop from it.


Yeah it has too many faces for a ring that size. The thing is, a collision mesh needs to be convex (at least in my experience) but a ring shape can never be convex. It could probably be made out of less single pieces like this with way less faces, so you wont have any drop in framerate. (That said, it didn't seem to influence my fps)

Author:  modderman [ Fri Dec 19, 2014 5:45 pm ]
Post subject:  Re: [OBJECT] Collar Test

Yes, understand convex bit. Was wonder more about stretched spheres vs something blocky. Did test with different shape mesh and got lot of jumping of collar. Maybe your curve help or because collision taking up lots neck space keeps stable?

Author:  riftporn [ Fri Dec 19, 2014 6:13 pm ]
Post subject:  Re: [OBJECT] Collar Test

From my experience, Physics get "jumpy" when it has sharp angled faces. I don't know if it analyzes the faces or the normals.

It's also possible there is some (yet undocumented) attribute in the filemaker ini that helps making physics less jumpy.

Author:  modderman [ Fri Dec 19, 2014 9:52 pm ]
Post subject:  Re: [OBJECT] Collar Test

Most of problem was I had diameter too small. It jump slight now but does not fall off neck. Try see what you think?

Attachments:
collar.zip [39.91 KiB]
Downloaded 599 times

Author:  riftporn [ Sat Dec 20, 2014 12:21 am ]
Post subject:  Re: [OBJECT] Collar Test

Nice, please share the ini and ma too so others can see how it's done :)

Still jitters a little, like mine :(

Author:  modderman [ Sat Dec 20, 2014 1:27 am ]
Post subject:  Re: [OBJECT] Collar Test

I keep changing it. :lol: Think real answer may be admin add bone to neck we can attach items at if physics going to fight this much.

Author:  riftporn [ Sat Dec 20, 2014 1:54 am ]
Post subject:  Re: [OBJECT] Collar Test

Well, yes, this is just messing around with physics anyways. Anything that can be properly attached, should be.

I tried to make shackles, but I can't get them the right size, so much trial and error XD

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