I've searched on the Torque forums for quite awhile to find out if there was any way to animate static object collision meshes. I know it's an old gripe over there, but even after I've tried a ( very ) few scant tutorials, I've had no luck in getting them to work. I've had success in animating the static objects with both object and bone animations, but the collision mesh just wont do it's job. Not being able to do so greatly reduces / eliminates the potential of creating some interesting maps. It certainly puts an end to my attempt at making a draw bridge that I thought would be really fun. The only solution or hack I could think of is creating the bridge and somehow creating a JBeam road surface to act as a collision mesh. I still don't know how to create JBeam files, even simple ones, and figuring out how to attach it to an animated bridge without it freaking out or flying all over the place is another story. Any chance of an updated Torque engine engine that would allow this? I know trying to do anything different in Torque almost always means having to do major engine modifications ( so I hear ).
I tried to make an animated object time ago, but the animation didn't show in the shape editor at all.
i tried to animate collision meshes too and after some reading in forums and torque3d documentation, i did read that torque3d caches the position of the collision mesh as soon as the player comes within a preset range. After that the position of the collision mesh wont follow the animation anymore. But i never even got it to be cached on a different position than last time. reasons for that, acording to other torque3d users, is appearently that the collision detection and handling is not unified across all object classes and so objects dont communicate or effect each other across object classes if i understood right. you probably allready found this yourself as its very high in google search but here is a quote from a post of 2009: i think i saw some people arguing about scripted lua solutions in the garagegames forum too, but as i have no skills with code i came back to other tasks of my BeamNG project again. stating the obvious here i guess, but maybe not, so: To see the animation in the Shape Editor, you have to choose the sequence called Ambient from the Advanced Properties window, threads tab. You should instantly see the animation start playing. But if the animation is keyframed correct, you should see the animation playing right after the object is imported the first time anyway. Every keyframe in which movement happens has to have a set/saved key, there can't be empty keyframes between two positions/keys, torque3d does not subdivide movements to empty keyframes laying inbetween two set keys afaik.
Yep, your're right. I learned that as well. I think that once the car would drive over the bridge, collision would be detected, but once the animation would advance one tick, the collision mesh cache would be updated and the car would probably get stuck or fall through the bridge. That's why I had the thought of using JBeams for the road surface because it uses physics which is real time collision. I'm just not sure if it would work or not and how to pull it off.
yeah i thought about that too a little and came to the question if it's possible to make a jbeam object, so basically a vehicle, follow an animated mesh or node. i did not look for informations on that yet. Beside that, i think, there would be a way to do it with the jbeam system on its own, but it might be pretty performance heavy. It would need the complete bridge mesh to be a jbeam object that uses hydrobeams to raise and lower the bridge, while the structure is set to the ground like a traffic sign(vehicle). i have no idea how solid you can make the bridge parts and how many beams and nodes it would take to stop it from exploding and deforming tho, just ideas.
This is a really cool idea, I hope you can get it working! I imagine creating a Jbeam for the bridge would work just as it does with vehicles, It's worth a try. Edit: I wonder if setting the bridge up as a prop in the jbeam would work? Props
we have no support for animated static objects (yet?). The only way to create dynamic collisions is creating an object and adding collision tri's for now.
You mean like adding an object to a node from within the editor like you would adding a gun to a character model? I haven't even thought about the "props" option, this certainly gives a lot to think about. Well, since I'm a coding newbie myself, I'll try to see what kind of coding abomination I can come up with. Off to the labs!
You mean like barriers, rocks and other things with softbody physics? I came up with the same idea in another form. I believe that it was possible in rigs of rods if I remember from when I had it... Well, hopefully they could implement it.
There is nothing to implement, all you gotta do is create a physical structure using jbeam to create a move able rock or barrier.
My whole idea was to have something simple and efficient. Introducing a JBeam bridge perhaps controlled by hydrobeams might work, but then by the time you're done you may be looking at a coding monster. Don't forget that JBeam objects are real time physics based models which means that any time you add one to your level, it will fall to the ground like a rock. You would have to find some way to "anchor" it to the ground or attach it to another static object. At this point I'm not sure if that's possible. There's also the extra drain on processing power needed to render and process it in game. I don't know about anyone else here, but my rig sometimes chugs with just one car in a level and I have frame stutter or pauses when I run into something. Imagine several animated objects in a level to interact with; my processor would be toast. There's also the chance of other bugs such as how the bridge would look or act in game, like will it wiggle or shake around strangely or when a vehicle attempts to cross over it will it bounce around like a diving board? What LSDMT420 meant originally by "props" wasn't a cone or barrier, but vehicle props like this http://wiki.beamng.com/Props . The thing about vehicle props like a gear shift, gas peddle, or brake is that it is animated through code which is certainly an interesting idea, but I've yet to look into that to see if there can't be something done with it. I don't know if those are handled in the same way as a vehicle or not, ie., collision mesh. It just seems odd to me that Torque dose not have the ability to handle animated collision meshes to begin with. If you look through the Torque web site you'll see plenty of first-person shooter types of games demonstrated. I don't understand their thinking in that if you're promoting a game engine with characters running around in levels with buildings and other structures, wouldn't you think that someone may want to create a movable door, platform, or elevator? It would be like making a first-person shooter game, but the characters don't have the ability to hold guns... What are we supposed to do, run around and shake hands? Hello, how do you do, will you please die for me so I can score a point? Just a silly comparison... My overall thought was to add things of variety and interest to a level such as; You're in a 4WD level and you arrive at the end of a road with a small river. There's no bridge or road, but instead a ferry that you can drive on which activates the ferry to take you over to the other side to continue your journey. Interesting? How about an elevator that can raise your vehicle in a parking garage to the top level where you can drive off. Why?, because it's interesting. An obstacle coarse set up with movable platforms, bridges and ramps to create a challenging map. A racing map with alternate routes set up that changes with movable walls and barricades to divert the driver to changes coarse. A train that runs a circuit around a level ( maybe using AI pathing ) to create a hazard if you cross the train track in front of it. Those are just some of the reasons for wanting to figure this out.
Having the ability to do things like this on maps would be amazing, I could only imagine how creative you could get with level design, and it would add so much realism and life to your maps. I'm in the middle of making my own map with a large lake in the middle, just the idea of being able to make a draw bridge or a ferry for getting across makes me smile! I know Torque3d has code for thruster's, I wonder if it would be possible to do some of these things by attaching thrusters to an object? For example: I think this model is just a standard collision mesh made into a T3D "physicsShape" by adding data blocks, if you could replicate the buoyancy and apply it to a ferry model. http://www.garagegames.com/community/forums/viewthread/130611 then attach thrusters and setup a trigger to turn up the thrust once the player drives onto the boat, maybe the model would be propelled through the water? I have no idea if that is how thrusters actually work, and I doubt it would work on the ground, unless you could model invisible wheel mesh's? There also seems to be very little information on how thrusters work, I only found a few threads on the T3D forums. As for props, it looks as though you just need to specify an original X,Y,Z position and an "activated" X,Y,Z. I don't know how the actual animation would work though as I have never messed around with them, though from the description it sure sounds like exactly what is needed.
You made that float? I like your ideal a lot here. Its something that tdev and the devs should really take a look into. And I think this would be a great ideal (for the future). This would make map creation a ton better both creating it and playing on it, just seeing those objects, like the video LSDMT did would make the experience tons better. Great ideal here from my perceptive, other might agree, others might not.
No no, I was searching for ways to make things float in T3D and found this video, I do want to create some similar buoy's though. I'm not sure how to replicate the buoyancy effect in the video but its obviously possible .
A quick thought on that subject, that might not be the water you get around the tracks in Beamng but instead a terrain with a certain buoyancyancycycyyyyy and transparency ?¿
[QUOTE = "theWOODman, post: 50405, membre: 9498"] J'ai cherché assez longtemps sur les forums Torque pour savoir s'il y avait un moyen d'animer des maillages de collision d'objets statiques. Je sais que c'est un vieux reproche là-bas, mais même après avoir essayé quelques (très) rares tutoriels, je n'ai pas eu de chance de les faire travailler. J'ai réussi à animer les objets statiques avec des animations d'objets et d'os, mais le maillage de collision ne fera pas son travail. Not being able to do so greatly reduces / eliminates the potential of creating some interesting maps. It certainly puts an end to my attempt at making a draw bridge that I thought would be really fun. The only solution or hack I could think of is creating the bridge and somehow creating a JBeam road surface to act as a collision mesh. I still don't know how to create JBeam files, even simple ones, and figuring out how to attach it to an animated bridge without it freaking out or flying all over the place is another story. Any chance of an updated Torque engine engine that would allow this? I know trying to do anything different in Torque almost always means having to do major engine modifications ( so I hear ).[/QUOTE] --- Post updated --- Je suis également en train de chercher une solution à se problème Car oui il offrira un game exceptionnel Je voudrais créer une carte dynamique Pour des scénario type films catastrophe Merci de me faire parvenir toutes vos suggestions Merci infiniment