• Door Model Collision Bugged
    4 replies, posted
I have a problem, I was making a slide door model for a source mod in Blender. I gave it collisions and textures all that e.t.c. Now all I needed to do is to animate it. I animated it in blender, I selected the door model and the collision box and animated them together. When I tried to export it as a SMD file out of blender, the collision and the actual model wouldnt export together. Well I ignored that and just chose the file for the actual model animation hoping the collision would just animate with it in source. After I compiled it into the .mdl with all its files and imported it into the mod, I selected the animation and made it animate as soon as the player touches the trigger around it. Well.. It does animate but as I thought, the collision Doesn't animate with it. I tried re-exporting the SMD files and doing all kinds of stuff. I searched the internet for answers but I havent found anything. So Im asking if there is a way to export the collision and the model together as 1 file so the animation can play correctly. Or is there no way to do that with blender? Also when I try to put the door into a wall so it can slide out and in it ends up going Full Black, I know this is a bug related to how source shadows work but is there a way to fix that? Pictures: [IMG]https://imageshack.com/i/f03eMbVij[/IMG] -The Collision model and the model of the door. [IMG]https://imageshack.com/i/eyoszTN8j[/IMG] [IMG]https://imageshack.com/i/exDa4NBFj[/IMG] -The door when its Full Black. Thank you for your attention.
Your physics model should be rigged to the same bone(s) your door is rigged to. Try using $collisionjoints instead of $collisionmodel if necessary for the animation support. Also, the physics model and reference model are usually exported separately since they go to separate files. Since your door is just a 6-sided box, you can probably recycle the reference model as your physics model.
[QUOTE=CaptainBigButt;47637278]Your physics model should be rigged to the same bone(s) your door is rigged to. Try using $collisionjoints instead of $collisionmodel if necessary for the animation support. Also, the physics model and reference model are usually exported separately since they go to separate files. Since your door is just a 6-sided box, you can probably recycle the reference model as your physics model.[/QUOTE] Alright Ill go test that out Thanks for the reply! [editline]1st May 2015[/editline] The collision model seems fixed but the Full Black shadow thing is still not, is there Any way to fix that? Or is it just how source works.
[QUOTE=One&OnlyALX;47637449]Alright Ill go test that out Thanks for the reply! [editline]1st May 2015[/editline] The collision model seems fixed but the Full Black shadow thing is still not, is there Any way to fix that? Or is it just how source works.[/QUOTE] You could also try to parent the collision model to the door mesh. I had the same problem where my collision model wasn't in the right place. Select mesh by right clicking, then shift + right click collision model and press alt+e. Then set parent to object. [IMG]http://puu.sh/hyBVI/38513a4315.gif[/IMG]
[QUOTE=baldursgate3;47644224]You could also try to parent the collision model to the door mesh. I had the same problem where my collision model wasn't in the right place. Select mesh by right clicking, then shift + right click collision model and press alt+e. Then set parent to object. [IMG]http://puu.sh/hyBVI/38513a4315.gif[/IMG][/QUOTE] Oh thanks! Thats a good idea, Ill use that for more complex models.
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