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Identifying/setting coordinates in scene to prevent object entering a certain area?

Home Forums Puzzles Identifying/setting coordinates in scene to prevent object entering a certain area?

Viewing 12 posts - 1 through 12 (of 12 total)
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  • #78956
    c4cc
    Participant

    I’m trying to set coordinates/points in scene for an area that objects may not go through.

    1011

    1011

    My puzzles

    1011

    Yet it doesn’t work?

    :unsure:

    • This topic was modified 1 month ago by c4cc.
    #78958
    xeon
    Customer

    Are the objects that you are trying to control….
    a) dynamic / controlled by physics
    b) animated via keyframes and played through the play animation puzzle
    c) animated by the animate parameter puzzle
    d) animated by JS
    e) controlled by the user via drag/move puzzles or other event based movement?
    d) and the object is not a camera .. correct?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #78961
    c4cc
    Participant

    Answers:
    a) No physics here
    b) they’re not animated, either by keyframes or the play animation puzzles
    c) No
    d) No
    e) objects are only controlled by event based movement, especially by user input (e.g., key,
    mouse)
    f) object here is not a camera.

    #78962
    kdv
    Participant

    deleted

    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.

    #78985
    xeon
    Customer

    Well at the moment…I am thinking this becomes a math problem and it gets more complicated based on whether the boundary objects are compound curves vs straight edges, 2D or 3D.

    An example of straight lines might be the perimeter of a house vs a figure 8 race track.

    Is this a single plane that your objects are moving across.. or its it more for your character that may have to move over terrain?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #78991
    c4cc
    Participant

    the coordinates are in straight lines, for rectangular areas.

    It’s for rectangular objects (e.g., platforms) my character is moving across. Don’t want it to pass through those objects.

    Sorry I didn’t clarify earlier.

    • This reply was modified 1 month ago by c4cc.
    • This reply was modified 1 month ago by c4cc.
    #78994
    xeon
    Customer

    Ok… just want to clarify. Your character will be limited to a rectangular space it can move across in X and Y and you want to prevent it from basically falling off the platform. The Z-Axis is not an issue correct?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #78995
    c4cc
    Participant

    Actually, the coordinates here are Y and Z axis, X-axis is not an issue, and even if the character falls off the platform, it’s fine.

    I just don’t want character going through the platform. Meaning I need coordinates around the platform that cannot be accessed by character

    • This reply was modified 1 month ago by c4cc.
    • This reply was modified 1 month ago by c4cc.
    #78998
    xeon
    Customer

    So the character can move freely and even off the plat form. But just can’t fall through it? Does the character jump?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #78999
    c4cc
    Participant

    Technically, it flies. But I just don’t want certain objects going through that platform

    #79009
    xeon
    Customer

    Based on this you could use bounding boxes to manage interference.

    Try this

    [ GLIFTEK ] Plugin Pack: BOUNDING BOXES

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #79082
    c4cc
    Participant

    Sorry for the late reply, but on second thought, I managed to define a perimeter that (certain) objects are prevented going through, albeit crudely

    ol4x1

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