#location of 3-D space
12 messages in this thread
I need to provide for the programers of an interactive game the locations of
objects inorder for proper calculations of a "rendered on the fly" object to
hit and bounce off of for example buildings in a still 3-D scene.
In other words lets say you hit a base ball in a alley, that ball which
is flying on a unique path, may hit a trash can or the roof of a gas station.
The programers need to know where that gas station is in the world coordinate
system.
My question is how can I derive such information? can the .VUE file provide the
raw data? If so what do I need to do to strip off the unnessary info?
Do I need a custom program to parse the data ?
PLEASE help if you can or direct me to a source that may
resolve this pressing need.
-Richard Sher+
Hi Richard,
<< My question is how can I derive such information? >>
You'd need to get either the pivot point in world coordinates, the bounding box
in world coordinates or possibly the face data in world coordinates. All of
this is possible with scripting. If you have Inside 3DS R4, Phil Miller
included a script that he wrote that will display all of that data. The Pivot
and Pivot2.k3d examples provided by Tom Hudson in the shipping version of R4
are also a great start as are NodeHold and NodeFetch.
jonas[adesk]
Jonas; thank you for your responce I received a message from Phil Miller which
puts me on the correct path.I'll check out the examples you mentioned.
By the way are there additional resources like books or articles on creating
key scripts?
-Richard Sher+
>>By the way are there additional resources like books or articles on creating
key scripts?
Check out "Inside 3D Studio R4", the latest "3D Studio Applied", and the latest
issue of "Planet Studio".
– Phil
Thanks Phil.
Richard,
In my discussion with Colin Cook, I told him this could be accomplished
through scripting, or through IPAS. I also referred him to Greg Pyros and Gus
Grubba to provide a customized solution. Good luck with the project. We'd
definitely like to see them put 3DS to use beyond this trial period.
Kevin Krell – Computer Support Associates
Kevin; thank you for the responce, do you now I can contact Gus Gubba?
-Richard Sher+
Richard,
Colin is taking care of it through Greg. Already quoted.
Kevin Krell – Computer Support Associates
Kevin:
>> Colin is taking care of it through Greg.
Handled! Thanks for the referral!
Greg Pyros
OK Kevin;
Thanks
.
Scripting is your answer. Check out Pool1.zip in the Scripts library
section – it calculates the collision of objects within a scene and
does a lot of local to world data transformations.
>>The programers need to know where that gas station is in the world coordinate
system.
The last 3 entries of the object's transform gives the world position of its
"object origin" – something that is invisible and untouchable in the 3DS
interfaces. The Keyframer's pvot point (in local) is an offset from this
origin. You can derive the extents of the bounding box or vertex list in local
or world.
– Phil
p.s. You'll probably want to switch this trhead over to the Scripts forum.
Phill, thank you for your responce.
I don't quite know how to "switch this thread" over to the scripts forun so I
will, 1. try to understand what it means to switch and 2. resend additional
questions and comments into that forum.
By the way I want very much intend to use the key scripting language but for
this project I'll need to work with some one all ready conversant with key
scripting.
Do you know any one interested?
Thanks Again
-Richard Sher+