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Hand and foot collision with other objects

Posted By Dreamcube017 14 Years Ago
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Dreamcube017
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Alright I've got it.

It seems that iClone doesn't like things with holes in it. However, if you want to use a pipe... you'll have to actually use an arch way which will make a half pipe. Lame thing about this though is that there are no curvy arch ways to my knowledge. So you might have to import your own.

EDIT: here's a screenshot.



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Dreamcube017
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Thanks again.

So I have to turn Foot collide off... darn well this will make it a big harder to have them run on the walls and cielling of the pipe then... gee.

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wendyluvscatz
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You need to disable foot collision, this also happens in the indoor sample scene which is a terrain. I have had little luck with characters following terrain in iC5, iC4 works ok, props do but it seems blanked out for iC5 characters, I think there is a workaround mentioned somewhere on the forum using a prop as a link.




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OK - Screenshot:

Doing what I've Posted above, Benny has  walked along the bottom & inside the pipe.

I re -scaled both the pipe & Benny, to fit.



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Dreamcube017 (11/4/2011)
Ah ok thanks...

Hmm now the problem is that I'm using a pipe object. I'd like the character be able to have physical contact with the inside part of the pipe and not just the outside.

If I drag the character in the pipe, the feet move above the head as if it were a solid object. Is there no way to do this or will I somehow have to fake it?

Unchecking the Use Bounding Mesh option doesn't help.

Any ideas? Thanks.

But if you Add the Pipe toTerrain, then in effect, it becomes Terrain, & the Character won't Collide with it.

I initially recently had the same problem with a Character Riding a horse over a bridge Prop & climbing a Google 3D Warehouse SKP Image staircase exported into Iclone via 3DXchange, where in both cases the Character Collided with the Props, as in your case.  Adding them both to Terrain as per my 1st Post with walk forward fixed it. Have you done that yet?

Ithink there's an iC4 3D Block Pipe. I'll see if I can resize it & have a character Walking through it, as per the above & Post a Screenshot.   

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Dreamcube017
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Ah ok thanks...

Hmm now the problem is that I'm using a pipe object. I'd like the character be able to have physical contact with the inside part of the pipe and not just the outside.

If I drag the character in the pipe, the feet move above the head as if it were a solid object. Is there no way to do this or will I somehow have to fake it?

Unchecking the Use Bounding Mesh option doesn't help.

Any ideas? Thanks.

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Dreamcube017 (11/4/2011)
Hi guys. I'm wondering if it's possible to have hand and foot collisions with something other than the basic plane.

I've pulled in a 3D block (a pipe) and I'd like the character to run inside of it. Is there a way to sort of make the pipe part of the things the character can collide with?

Thanks.

In that case you wouldn't want the Character to "Collide" with the pipe.

If you add the Pipe to Terrain (As previoiusly Posted), then the Character (Which automatically follows a Terrain, whereas Props don't) shoud walk through it, via Walk Forward Right-Click Menu Command & Clicking on the point which you want the Character to Walk Forward to..

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You should be able to right click and select add to terrain, this way the puppet should respond to it.
wendyluvscatz
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believe you can merge it to the terrain, at least you can in iC3, in 4 you need to change something, not sure what.




Dreamcube017
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Hi guys. I'm wondering if it's possible to have hand and foot collisions with something other than the basic plane.

I've pulled in a 3D block (a pipe) and I'd like the character to run inside of it. Is there a way to sort of make the pipe part of the things the character can collide with?

Thanks.



----------------------------------------------------
***BEST OF THE CORE**
:A music reel demonstrating the different types of music I produce for multimedia. Hope everyone enjoys.


Player not working? Use this link.

My other audio work.

Facebook page:

Creation begins at the core.



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