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<title>Forum - Importing Assets - Collision Schmollision - Messages</title>
<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<description>Forum - Importing Assets - Collision Schmollision - Messages</description>
<language>en-us</language>
<docs>http://blogs.law.harvard.edu/tech/rss</docs>
<generator>Jitbit AspNetForum</generator>
<pubDate>Mon, 19 Mar 2012 15:04:49 GMT</pubDate>
<lastBuildDate>Mon, 19 Mar 2012 15:04:49 GMT</lastBuildDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[Good one Jamie, forgot you could do that   <img src="images/smilies/whs0be.gif" border="0" alt="What He Said" />]]></description>
<pubDate>Mon, 19 Mar 2012 15:04:49 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from Jamie</title>
<description><![CDATA[If you group or make your object a component you can right click on it to change the axis that way you can place the rotation point anywhere you want. Also it means you can match the collision object to your geometry object for import.]]></description>
<pubDate>Mon, 19 Mar 2012 14:16:57 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from Danimal</title>
<description><![CDATA[Indeed.  I tried it with some brand new models in Sketchup and it worked like a charm.  I knew I was doing something wrong.  Thanks!]]></description>
<pubDate>Sun, 18 Mar 2012 17:56:05 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[Danimal, are you referring to my Match Box collision model?  If so, you have to remember that the collision box is placed on the origin point in Sketchup - if your ASE files weren't created by you, then you can't guarantee that the original author placed the model on the origin.  If you have the SKP files, you can go into Sketchup and move them down onto the origin (as I always do with other people's models).  Hope that helps.]]></description>
<pubDate>Sun, 18 Mar 2012 15:44:18 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from Danimal</title>
<description><![CDATA[Clearly I'm doing something wrong because this keeps putting the collision UNDER my objects so they end up sitting a foot or so off the ground.  It works, and it's small and this would be outstanding if I could figure out why it's showing up where it is... <img src="images/smilies/eek.gif" border="0" alt="EEK!" />]]></description>
<pubDate>Sun, 18 Mar 2012 12:21:24 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from massimo_bo</title>
<description><![CDATA[Hi guys, <br/>  A few days ago I published  the video “Mona Lisa Smile Backstage” with my personal solutions to these kind of problems. Team Muvizu haven't published yet (???), so I write here the link of this video (it's in italian, but i think it is understandable) <br/>   In particular, according to you I apply the texture in sketchup model and then I export the model  in .ase and the texture in .jpg. Now i modify the file .ase, adding the texture. Look at the video (5:00)   <br/>   <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/KHIzjNxODN8?rel=0" frameborder="0" allowfullscreen></iframe></div>]]></description>
<pubDate>Sun, 11 Mar 2012 12:36:40 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from WozToons</title>
<description><![CDATA[Thanks Ziggy, saved me a lot of learning and work. <br/>  <br/> <img src="images/smilies/32308364851.gif" border="0" alt="Applause" />]]></description>
<pubDate>Sun, 11 Mar 2012 03:51:38 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[Ziggy - You're a star. <br/>  <br/> I have saved it as c:\ut3\ziggymesh.ase]]></description>
<pubDate>Tue, 28 Feb 2012 21:01:40 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[No prob Dylly - I have noticed that Muvizu doesn't like models that are too 'thin' - it's like there is a minimum size each of the dimensions have to be to avoid a GPF, and it's no doubt the same for collision meshes too.  I have created panes of glass (thanks for the transparency tips!) for use in window frames, but I had to make them oversized in Sketchup so that I could then scale them back down in Muvizu to make them the right sort of scale again (at least having the tiny collision box makes putting them in frames a doddle). <br/>  <br/> Also, I have now learned how to make stuff in Sketchup - damn that's a powerful program.  I am about to go watch the 'advanced' tutorials for it now, so expect some models (fairly) soon!]]></description>
<pubDate>Tue, 28 Feb 2012 20:51:13 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from Dylly</title>
<description><![CDATA[Who is this super hero, Sarge?  <br/> Nope <br/> Rosemary the telephone operator? <br/> Nope <br/> Ziggy, who's just saved me hours trying to get these bloody meshes to work? <br/> Could be! <br/>  <br/> That is superb! For some reason I cannot get the meshes as small as that! Thank you!<img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Tue, 28 Feb 2012 20:01:11 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[My solution to the whole collision issue is to simply add this section to the end of the ASE file for any model : <br/>   *GEOMOBJECT { <br/>  *NODE_NAME "UCX_pCubeShape1" <br/>  *NODE_TM { <br/>  *NODE_NAME "UCX_pCubeShape1" <br/>  } <br/>  *MESH { <br/>   *TIMEVALUE 0 <br/>   *MESH_NUMVERTEX 24 <br/>    *MESH_NUMFACES 12 <br/>   *MESH_VERTEX_LIST { <br/>    *MESH_VERTEX    0 +00002.009277 +00001.953125 +00000.000000 <br/>    *MESH_VERTEX    1 -00001.927734 -00002.377930 +00000.000000 <br/>    *MESH_VERTEX    2 -00001.927734 +00001.953125 +00000.000000 <br/>    *MESH_VERTEX    3 +00002.009277 -00002.377930 +00000.000000 <br/>    *MESH_VERTEX    4 +00002.009277 +00001.953125 +00000.000000 <br/>    *MESH_VERTEX    5 +00002.009277 -00002.377930 +00001.180664 <br/>    *MESH_VERTEX    6 +00002.009277 -00002.377930 +00000.000000 <br/>    *MESH_VERTEX    7 +00002.009277 +00001.953125 +00001.180664 <br/>    *MESH_VERTEX    8 -00001.927734 +00001.953125 +00001.180664 <br/>    *MESH_VERTEX    9 +00002.009277 +00001.953125 +00000.000000 <br/>    *MESH_VERTEX    10 -00001.927734 +00001.953125 +00000.000000 <br/>    *MESH_VERTEX    11 +00002.009277 +00001.953125 +00001.180664 <br/>    *MESH_VERTEX    12 -00001.927734 +00001.953125 +00001.180664 <br/>    *MESH_VERTEX    13 -00001.927734 -00002.377930 +00000.000000 <br/>    *MESH_VERTEX    14 -00001.927734 -00002.377930 +00001.180664 <br/>    *MESH_VERTEX    15 -00001.927734 +00001.953125 +00000.000000 <br/>    *MESH_VERTEX    16 +00002.009277 -00002.377930 +00001.180664 <br/>    *MESH_VERTEX    17 -00001.927734 -00002.377930 +00000.000000 <br/>    *MESH_VERTEX    18 +00002.009277 -00002.377930 +00000.000000 <br/>    *MESH_VERTEX    19 -00001.927734 -00002.377930 +00001.180664 <br/>    *MESH_VERTEX    20 +00002.009277 -00002.377930 +00001.180664 <br/>    *MESH_VERTEX    21 -00001.927734 +00001.953125 +00001.180664 <br/>    *MESH_VERTEX    22 -00001.927734 -00002.377930 +00001.180664 <br/>    *MESH_VERTEX    23 +00002.009277 +00001.953125 +00001.180664 <br/>   } <br/>   *MESH_FACE_LIST { <br/>    *MESH_FACE    0: A:    0 B:    1 C:    2  AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0  *MESH_MTLID 0 <br/>    *MESH_FACE    1: A:    1 B:    0 C:    3  AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0  *MESH_MTLID 0 <br/>    *MESH_FACE    2: A:    4 B:    5 C:    6  AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0  *MESH_MTLID 0 <br/>    *MESH_FACE    3: A:    5 B:    4 C:    7  AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0  *MESH_MTLID 0 <br/>    *MESH_FACE    4: A:    8 B:    9 C:    10  AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0  *MESH_MTLID 0 <br/>    *MESH_FACE    5: A:    9 B:    8 C:    11  AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0  *MESH_MTLID 0 <br/>    *MESH_FACE    6: A:    12 B:    13 C:    14  AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0  *MESH_MTLID 0 <br/>    *MESH_FACE    7: A:    13 B:    12 C:    15  AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0  *MESH_MTLID 0 <br/>    *MESH_FACE    8: A:    16 B:    17 C:    18  AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0  *MESH_MTLID 0 <br/>    *MESH_FACE    9: A:    17 B:    16 C:    19  AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0  *MESH_MTLID 0 <br/>    *MESH_FACE    10: A:    20 B:    21 C:    22  AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0  *MESH_MTLID 0 <br/>    *MESH_FACE    11: A:    21 B:    20 C:    23  AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0  *MESH_MTLID 0 <br/>   } <br/>   *MESH_NUMTVERTEX 24 <br/>   *MESH_TVERTLIST { <br/>    *MESH_TVERT 0 -00002.009759 +00001.953151 0.000000 <br/>    *MESH_TVERT 1 +00001.927249 -00002.377558 0.000000 <br/>    *MESH_TVERT 2 +00001.927249 +00001.953151 0.000000 <br/>    *MESH_TVERT 3 -00002.009759 -00002.377558 0.000000 <br/>    *MESH_TVERT 4 +00001.953151 +00000.000000 0.000000 <br/>    *MESH_TVERT 5 -00002.377558 +00001.181102 0.000000 <br/>    *MESH_TVERT 6 -00002.377558 +00000.000000 0.000000 <br/>    *MESH_TVERT 7 +00001.953151 +00001.181102 0.000000 <br/>    *MESH_TVERT 8 +00001.927249 +00001.181102 0.000000 <br/>    *MESH_TVERT 9 -00002.009759 +00000.000000 0.000000 <br/>    *MESH_TVERT 10 +00001.927249 +00000.000000 0.000000 <br/>    *MESH_TVERT 11 -00002.009759 +00001.181102 0.000000 <br/>    *MESH_TVERT 12 -00001.953151 +00001.181102 0.000000 <br/>    *MESH_TVERT 13 +00002.377558 +00000.000000 0.000000 <br/>    *MESH_TVERT 14 +00002.377558 +00001.181102 0.000000 <br/>    *MESH_TVERT 15 -00001.953151 +00000.000000 0.000000 <br/>    *MESH_TVERT 16 +00002.009759 +00001.181102 0.000000 <br/>    *MESH_TVERT 17 -00001.927249 +00000.000000 0.000000 <br/>    *MESH_TVERT 18 +00002.009759 +00000.000000 0.000000 <br/>    *MESH_TVERT 19 -00001.927249 +00001.181102 0.000000 <br/>    *MESH_TVERT 20 +00002.009759 -00002.377558 0.000000 <br/>    *MESH_TVERT 21 -00001.927249 +00001.953151 0.000000 <br/>    *MESH_TVERT 22 -00001.927249 -00002.377558 0.000000 <br/>    *MESH_TVERT 23 +00002.009759 +00001.953151 0.000000 <br/>   } <br/>   *MESH_NUMTVFACES 12 <br/>   *MESH_TFACELIST { <br/>    *MESH_TFACE 0 0 1 2 <br/>    *MESH_TFACE 1 1 0 3 <br/>    *MESH_TFACE 2 4 5 6 <br/>    *MESH_TFACE 3 5 4 7 <br/>    *MESH_TFACE 4 8 9 10 <br/>    *MESH_TFACE 5 9 8 11 <br/>    *MESH_TFACE 6 12 13 14 <br/>    *MESH_TFACE 7 13 12 15 <br/>    *MESH_TFACE 8 16 17 18 <br/>    *MESH_TFACE 9 17 16 19 <br/>    *MESH_TFACE 10 20 21 22 <br/>    *MESH_TFACE 11 21 20 23 <br/>   } <br/>   *MESH_NORMALS { <br/>    *MESH_FACENORMAL 0    +00000.000000    +00000.000000    -00001.000000 <br/>     *MESH_VERTEXNORMAL 0 +00000.000000 +00000.000000 -00001.000000 <br/>     *MESH_VERTEXNORMAL 1 +00000.000000 +00000.000000 -00001.000000 <br/>     *MESH_VERTEXNORMAL 2 +00000.000000 +00000.000000 -00001.000000 <br/>    *MESH_FACENORMAL 1    +00000.000000    +00000.000000    -00001.000000 <br/>     *MESH_VERTEXNORMAL 1 +00000.000000 +00000.000000 -00001.000000 <br/>     *MESH_VERTEXNORMAL 0 +00000.000000 +00000.000000 -00001.000000 <br/>     *MESH_VERTEXNORMAL 3 +00000.000000 +00000.000000 -00001.000000 <br/>    *MESH_FACENORMAL 2    +00001.000000    -00000.000000    -00000.000000 <br/>     *MESH_VERTEXNORMAL 4 +00001.000000 -00000.000000 -00000.000000 <br/>     *MESH_VERTEXNORMAL 5 +00001.000000 -00000.000000 -00000.000000 <br/>     *MESH_VERTEXNORMAL 6 +00001.000000 -00000.000000 -00000.000000 <br/>    *MESH_FACENORMAL 3    +00001.000000    -00000.000000    -00000.000000 <br/>     *MESH_VERTEXNORMAL 5 +00001.000000 -00000.000000 -00000.000000 <br/>     *MESH_VERTEXNORMAL 4 +00001.000000 -00000.000000 -00000.000000 <br/>     *MESH_VERTEXNORMAL 7 +00001.000000 -00000.000000 -00000.000000 <br/>    *MESH_FACENORMAL 4    -00000.000000    +00001.000000    -00000.000000 <br/>     *MESH_VERTEXNORMAL 8 -00000.000000 +00001.000000 -00000.000000 <br/>     *MESH_VERTEXNORMAL 9 -00000.000000 +00001.000000 -00000.000000 <br/>     *MESH_VERTEXNORMAL 10 -00000.000000 +00001.000000 -00000.000000 <br/>    *MESH_FACENORMAL 5    -00000.000000    +00001.000000    -00000.000000 <br/>     *MESH_VERTEXNORMAL 9 -00000.000000 +00001.000000 -00000.000000 <br/>     *MESH_VERTEXNORMAL 8 -00000.000000 +00001.000000 -00000.000000 <br/>     *MESH_VERTEXNORMAL 11 -00000.000000 +00001.000000 -00000.000000 <br/>    *MESH_FACENORMAL 6    -00001.000000    +00000.000000    +00000.000000 <br/>     *MESH_VERTEXNORMAL 12 -00001.000000 +00000.000000 +00000.000000 <br/>     *MESH_VERTEXNORMAL 13 -00001.000000 +00000.000000 +00000.000000 <br/>     *MESH_VERTEXNORMAL 14 -00001.000000 +00000.000000 +00000.000000 <br/>    *MESH_FACENORMAL 7    -00001.000000    +00000.000000    +00000.000000 <br/>     *MESH_VERTEXNORMAL 13 -00001.000000 +00000.000000 +00000.000000 <br/>     *MESH_VERTEXNORMAL 12 -00001.000000 +00000.000000 +00000.000000 <br/>     *MESH_VERTEXNORMAL 15 -00001.000000 +00000.000000 +00000.000000 <br/>    *MESH_FACENORMAL 8    +00000.000000    -00001.000000    +00000.000000 <br/>     *MESH_VERTEXNORMAL 16 +00000.000000 -00001.000000 +00000.000000 <br/>     *MESH_VERTEXNORMAL 17 +00000.000000 -00001.000000 +00000.000000 <br/>     *MESH_VERTEXNORMAL 18 +00000.000000 -00001.000000 +00000.000000 <br/>    *MESH_FACENORMAL 9    +00000.000000    -00001.000000    +00000.000000 <br/>     *MESH_VERTEXNORMAL 17 +00000.000000 -00001.000000 +00000.000000 <br/>     *MESH_VERTEXNORMAL 16 +00000.000000 -00001.000000 +00000.000000 <br/>     *MESH_VERTEXNORMAL 19 +00000.000000 -00001.000000 +00000.000000 <br/>    *MESH_FACENORMAL 10    -00000.000000    -00000.000000    +00001.000000 <br/>     *MESH_VERTEXNORMAL 20 -00000.000000 -00000.000000 +00001.000000 <br/>     *MESH_VERTEXNORMAL 21 -00000.000000 -00000.000000 +00001.000000 <br/>     *MESH_VERTEXNORMAL 22 -00000.000000 -00000.000000 +00001.000000 <br/>    *MESH_FACENORMAL 11    -00000.000000    -00000.000000    +00001.000000 <br/>     *MESH_VERTEXNORMAL 21 -00000.000000 -00000.000000 +00001.000000 <br/>     *MESH_VERTEXNORMAL 20 -00000.000000 -00000.000000 +00001.000000 <br/>     *MESH_VERTEXNORMAL 23 -00000.000000 -00000.000000 +00001.000000 <br/>   } <br/>  } <br/>  *PROP_MOTIONBLUR 0 <br/>  *PROP_CASTSHADOW 1 <br/>  *PROP_RECVSHADOW 1 <br/>  *MATERIAL_REF 0 <br/> } <br/>  <br/> This creates a matchbox sized collision box on the origin point.  Muvizu is happy with that, you can overlap your models with anything you like, and I don't have to edit bleedin' collision meshes!  I just use transparent backdrops if I want to add surfaces that can be interacted with.  That's my tuppence, anyroadup <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Tue, 28 Feb 2012 19:55:46 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[Dylly, <br/>  <br/> As ever that has pointed me in the right direction and I have created my own collision map now. <br/>  <br/> I didn't realise that I couldn't edit it because it didn't have one ! It kind of makes sense now. <br/>  <br/> Thanks for the tips on materials as well. <br/>  <br/> Berty]]></description>
<pubDate>Tue, 28 Feb 2012 17:14:12 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from Dylly</title>
<description><![CDATA[Hi Berty, <br/>  <br/> I'm assuming the collision on the models that you are importing into Muvizu is the standard collision that Muvizu applies automatically, in other words there is no actual collision applied to the model you are importing. If this is the case the solution is relatively painless and will not in the end effect your materials on the models. <br/>  <br/> Import the .obj file into sketchup, and create your collision mesh to the proportions you require. Remember the basic rules of each plane having no more than four sides and all shapes to be convex. If you are presented with a concave shape, split it into small shapes with a gap between each shape.  <br/>  <br/> Now delete the .obj file you imported into sketchup and export the collision mesh as per the tutorial and add it to the .ase file. Your materials will not be effected and the model should load with the new collision. <br/>  <br/> Alternatively <br/>  <br/> you can correct materials in sketchup by right clicking a face with a material applied to it and going to  <br/> 1Texture <br/> 2Position <br/> <a href="http://i1177.photobucket.com/albums/x349/dylly1/SketchupTex.jpg" target="_blank"><img src="http://i1177.photobucket.com/albums/x349/dylly1/SketchupTex.jpg" border="0"></a> <br/> This will bring up four control handles which will let you rotate, re-size and re-position the texture on the face until it looks right. <br/> <a href="http://i1177.photobucket.com/albums/x349/dylly1/SketchupTex2.jpg" target="_blank"><img src="http://i1177.photobucket.com/albums/x349/dylly1/SketchupTex2.jpg" border="0"></a> <br/> Hope this helps <br/> Tim]]></description>
<pubDate>Tue, 28 Feb 2012 12:32:37 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1589-collision-schmollision.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[Chaps (but mainly Dylly I think)  - I need some help with editing collisions on a couple of models I have. <br/>  <br/> I have some .obj models (from Arteria3d) which I need to edit the collisions on.  <br/>  <br/> In order to get these models into Muvizu I use Bitrun to convert and then either use wingrep or notepad to change the things in the .ase that Muvizu doesn't like - all good. <br/>  <br/> But the collisions on some of these models are too generous and AS WE CAN'T TURN OFF COLLISIONS IN MUVIZU I need to edit the models somehow. <br/>  <br/> Now there is a tutorial of how to do this in Sketchup which I'm sure I could do, but running the obj through Sketchup screws up the textures. Instead of the texture being applied once over the model, it gets applied 1000 times but is really tiny. <br/>  <br/> I guess I either need to learn how to edit collisions in the obj before I convert, using Meshlab or something, or how to fix my texture issue in Sketchup. <br/>  <br/> As you can probably tell, I really know nothing about this, but like Ziggy I think I need to get to grips with the modelling side of things to improve my sets. <br/>  <br/> Anyone any suggestions of how to approach this, resources to use, tutorials ??? <br/>  <br/> Thanks, Berty.]]></description>
<pubDate>Tue, 28 Feb 2012 08:58:58 GMT</pubDate>
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