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Blender 4.2: First Person environment with texture based collision map

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  • #79058
    Xanathon
    Customer

    Hello,

    I am very new to Verge3D, bought the license yesterday. I am quite happy how easy it is to export scenes and models from blender.

    I have a problem, however. I am building an art gallery to walk through in first person mode. The Blender camera approach works fine so far. I found the First person camera approach with a capsule and an head vertext to attach the cemara to in the documentation, but that information seems to be outdated, the puzzle elements look different. i found a post here in the forum where one of the devs said to not use that approach, but only the first person camera from Blender.

    So I did that.

    However: I created an additional plane that is the same size as the floor and added a texture to it as a collision texture. I hid the plane in render. I was under the impression from what I read here: https://www.soft8soft.com/docs/manual/en/blender/Camera.html#firstperson_camera_settings
    that this should create a collision detection via the collision texture.
    You can see the setup here, left is the UV-mapped texture, right the floor collision plane is visible and you can see the red borders. However, if I preview this and also if I export it, I can walk through the walls.
    Collision Map

    What am I doing wrong? TIA!

    • This topic was modified 1 month ago by Xanathon.
    #79069

    Hi Xanathon,

    Your scene looks nice!

    In order to block the user from entering wrong space, you should remove the corresponding parts from your collision mesh (image texture won’t work). BTW, you can download the stock FirstPerson Camera demo from the Asset Store where this feature is implemented.

    Chief 3D Verger | LinkedIn | Twitter

    #79072
    Xanathon
    Customer

    Thank you for your answer. I see, I found that out yesterday after accidentally stumbling over a post in this forum.

    In my opinion this should be clarified in the documentation. From what is written there one has to come to the conclusion that the texture is responsible for the collision detection, when actually it is a mesh. I now mapped the texture to the plane and did cut the red areas from the mesh, using that as the collision indicator and that worked.

    Maybe it would be better for workflow and understanding if the mesh is assigned to the collision parameter instead of the texture? Or are there technical reasons for using the texture instead?

    I will download the First Person demo and have a look at it. Thanks again.

    #79084

    I agree our docs need updating to mention it explicitly that the material, and not the texture is used for collisions. :mail:

    Chief 3D Verger | LinkedIn | Twitter

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