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Camera Collision Material

Home Forums Bug Reports and Feature Requests Camera Collision Material

Viewing 11 posts - 1 through 11 (of 11 total)
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  • #52003
    PLAN8
    Customer

    Using Blender, it seems you can only allocated a collision material when selecting “First Person” view –

    Is there any reason whey you wouldn’t be able to select a collision material in any of the other views?

    Or, is there a way to add this option to the camera in Puzzles?

    Thanks

    #52088

    Hi,

    this option is specifically aimed at creating first-person controls for interior scenes easily. It simply casts a vertical ray to the floor, thus allowing “walking” around. It wouldn’t work for Orbit camera so we disabled it.

    is there a way to add this option to the camera in Puzzles?

    unfortunately it is not possible at the moment

    Chief 3D Verger | LinkedIn | Twitter

    #52099
    PLAN8
    Customer

    Hi Yuri,

    Thanks for this.

    #68898
    PLAN8
    Customer

    Hi, sorry to drag this up again, but I think this is a bit of a limitation. It would be good to be able to create surfaces/materials that the camera cannot pass through in all camera navigation view options, or at least orbit as well.

    Also, on the same vein, Having the ability to select only one collision material in first person view is particularly limiting IMHO. It means that in an example of a 3D property tour, the entire building including all the separate rooms would have to have the floors and wall all on one material – whilst I can see this can be done by making a material with multiple material slots, this is also limiting as the individual “rooms” would require a shared material – all in all it is quite limiting.

    The ability to select multiple collision materials seems like a necessity to me in many scenarios.

    Thanks for the potential improvement consideration

    • This reply was modified 1 year ago by PLAN8.
    #68902
    kdv
    Participant

    the entire building including all the separate rooms would have to have the floors and wall all on one material

    No. The colission material should applied to the special navigation mesh. Download this demo and see how to create a navigation mesh with the collision material.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #68905
    PLAN8
    Customer

    Ah, OK, I didn’t think about adding an invisible mesh – however, that still would require duplicating everything which is quite time consuming and adds extra data to be transferred for the web delivery which makes it less efficient all round?

    #68907
    kdv
    Participant

    however, that still would require duplicating everything

    No. There is no need to duplicate everything. You just need to create a special mesh. Something like this:

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #68911
    PLAN8
    Customer

    OK, thanks – I understand.

    But technically, would it be possible to have a list of multiple collision materials? because that would save the work of making a collision mesh and its own material.

    #68914
    kdv
    Participant

    would it be possible to have a list of multiple collision materials?

    No. Or you need to use some other ways with the real collision detection
    https://cdn.soft8soft.com/demo/examples/index.html?q=game#games_fps

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #68915
    PLAN8
    Customer

    OK, understood – thanks!

    #69591
    visualizer
    Customer

    Hey
    Even I was wondering why it can’t be allowed to include a collection from Blender ? which may contain multiple objects with same or different materials?
    IS it too difficult in Verge to implement?

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