Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Download Outerra Tech Demo. Unofficial Outerra Discord server, MicroProse Discord server for OWS.

Pages: 1 ... 3 4 [5]

Author Topic: Importer and vehicle physics video  (Read 64356 times)

Midviki

  • Full Member
  • ***
  • Posts: 242
  • Nothing matters... but everything is important.
Re: Importer and vehicle physics video
« Reply #60 on: February 12, 2013, 04:21:51 pm »

My wheels are spinning on the wrong direction.. I mean.. the animation.The physics works just fine... but the wheel animation seems to be working 90* degrees opposite of how it should work.

Its the same code as in the video for the BMW, and the wheels they don't roll, they flip like a coin.Any advice?
Logged
ATI AMD RADEON HD 6670

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Re: Importer and vehicle physics video
« Reply #61 on: February 12, 2013, 04:36:34 pm »

Likely the axes on the wheels (in the model) are not oriented correctly.
By default wheels roll around the x axis, and steer around the z axis.
Logged

hhrhhr

  • Member
  • **
  • Posts: 60
Re: Importer and vehicle physics video
« Reply #62 on: February 12, 2013, 04:55:41 pm »

Outerra uses "a rarely used" a coordinate system where the "left" is equal to +X. Most 3D-editors think that the "left" means -X ;)

importing DAE obtained from SketchUp, for example, to properly display and animation has to conclude the whole model in a group and rotate it 180 degrees around a vertical axis.
Logged

Midviki

  • Full Member
  • ***
  • Posts: 242
  • Nothing matters... but everything is important.
Re: Importer and vehicle physics video
« Reply #63 on: February 12, 2013, 05:03:53 pm »

Likely the axes on the wheels (in the model) are not oriented correctly.
By default wheels roll around the x axis, and steer around the z axis.

So... any idea how would I observe if they are.... hmmm... I think I know...

So it is like this.. I have my object rotated from max cause it was facing wrong direction.. but now... the wheels face the wrong direction.Nice.. this will be a good tip for new comers. ;D

Thx again for the help.
Logged
ATI AMD RADEON HD 6670

ZeosPantera

  • ||>>-Z-<<||
  • Global Moderator
  • Hero Member
  • *****
  • Posts: 2520
  • #1 Outerra Fan Boy
    • My Youtube
Re: Importer and vehicle physics video
« Reply #64 on: February 14, 2013, 08:50:02 pm »

Is there some way for people to add a friction to the body of vehicles? I rolled the 8x8 (thanks to the better CoG) and it went sliding away like a giant ice cube..
Logged
"Fear accompanies the possibility of death, Calm shepherds its certainty" - General Ka Dargo

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Re: Importer and vehicle physics video
« Reply #65 on: February 15, 2013, 01:04:49 am »

That sliding is a bug, since I updated the Bullet lib it started sliding again, not being able to resolve friction constrains precisely, for some reason.
Logged

ddenn

  • Sr. Member
  • ****
  • Posts: 374
Re: Importer and vehicle physics video
« Reply #66 on: February 15, 2013, 02:48:43 am »

I notice that a few vehicles could collide with each other, I guess using their bounding boxes as collision meshes. Could it be possible to use that boxes for collisions with ground? Just reduce down part of the bounding box by wheel radius to allow wheel interaction with the ground.
« Last Edit: February 15, 2013, 02:54:23 am by ddenn »
Logged
i7 3930K 3.50 (3.80) Ghz, 32Gb RAM, GTX980 4 Gb VRAM, Windows 7 64-bit

About Outerra in Russian

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Re: Importer and vehicle physics video
« Reply #67 on: February 15, 2013, 03:10:24 am »

Yes that's the plan, once I get around it in Bullet vs our custom collider. Should be able to use convex meshes for collision then, and I'll make the collision box adjustable from the script as well.
Logged
Pages: 1 ... 3 4 [5]