Well I understand your suggestion, but that solution is not valid for export
a complex scene from, for example, 3DMax.
If we have a complex scene, for example (I'm, talking about a real
situation, then forced us to desestimate Taiga and to use OpenSim instead), a
project submitted from a study of architecture, with seafront gardens,
streets and buildings, all in a .max format, exporting in a scene format,
using Ogremax, to create about 300-400 meshes, and that make impossible to
assign the meshe collission in the way than you suggest. Because that our
architects and designers are recreating all the project using SL-prims.

Thanks for your answer.

Alberto
2010/5/31 Jonne Nauha <[email protected]>

> If I recall correctly the collision mesh cant have submeshes, or they can
> but only first is applied. This means that if you put the same mesh as
> collision mesh only the first submesh will do collision. So the "area" of
> the mesh that the first material affects too, is the first submesh. For
> complex meshes that has many submeshes to set own textures you can simply
> make a separate collision mesh of your model. When the mesh is done, combine
> all the submeshes in your editor and export that separately, upload and set
> as that collision mesh.
>
> Example: you have platform where you want to walk, with "risen side part"
> submesh for best visual looks with its own texture. If you set the same mesh
> you'll fall trough the platform part but can walk on the "sides" if its the
> first submesh.
>
> Hope this helps. I dont think its too hard to make one mesh out of a
> complex one as a separate collision mes in any editor :)
>
> Best regards,
> Jonne Nauha
> realXtend developer
>
> http://www.realxtend.org/
> http://www.evocativi.com/
>
>
>
> On Mon, May 31, 2010 at 9:21 AM, Toni Alatalo <[email protected]>wrote:
>
>> Gustavo Alberto Navarro Bilbao kirjoitti:
>>
>>> Yes, I know that solution: to create a big and invisible meshe over the
>>> other ones, but, in my opinion that is the kind of provisional solution than
>>> in spanish we call "una chapuza", sorry but I don't know the english
>>> definition.
>>>
>>
>> No not as a separate object, but one(s) that you define as the *collision
>> mesh* of the visual object. In the rex props tab, IIRC next to the where you
>> assign the visual mesh, you can define that collision mesh used too.
>>
>> It is not a hack or some sort of cheap solution, it is how realtime
>> content with collisions has usually been authored.
>>
>>
>> That solution is good for visual aspects and no complex meshes, but if you
>>> really would like to create and "inmersive" world and not only a "virtual
>>> walktrought" one, that can't be the final solution, specially if we are
>>> thinking about scripts to test wheels, engines and other perfomances in
>>> simulations.
>>>
>>
>> Err, there is no limit for the complexity or anything set by this route of
>> having the collision object definition separate. Quite the opposite, it
>> allows for more complexity, 'cause the visual mesh can be made for best
>> visuality and the collision mesh for best collision features.
>>
>> Having the fallback where the visual geom is used also for collisions,
>> when a separate collision mesh is not provided, is useful for quick/simple
>> things but exactly more complexity is where you may need this feature that
>> it is possible to use a separate one too.
>>
>> Alberto
>>>
>>
>> ~Toni
>>
>> 2010/5/31 Toni Alatalo <[email protected] <mailto:[email protected]>>
>>>
>>>
>>>
>>>    Gustavo Alberto Navarro Bilbao kirjoitti:
>>>
>>>        I think that it would be very important to fix the issue of
>>>        physics in the meshes, when they have more materials, to be
>>>        cease to be "phantoms",
>>>
>>>
>>>    I suppose you know the current solution, from the earlier talks?
>>>    Use a collision mesh without several materials, for the visual
>>>    objects that have many materials. That's the reason why it has
>>>    been implemented like it is: collision meshes are often authored
>>>    separately, and as they are invisible anyway, there is no reason
>>>    for them to have materials, so the physics mesh creator didn't
>>>    need to support that. If you don't care / need to make a different
>>>    geom for the collisions (often many visual details are irrelevant
>>>    or even harmful for proper collisions), you can just make a copy
>>>    of the mesh where remove the mats in your modelling app.
>>>
>>>    But I agree that for the fallback of using the visual mesh for
>>>    collisions too when a separate collision mesh is not provided it
>>>    would be a good idea for it to handle all the submeshes (material
>>>    indexes become submeshes in ogre). Probably quite simple to add in
>>>    rexode where the geom for ode is created.
>>>
>>>    ~Toni
>>>
>>>
>>>    --     http://groups.google.com/group/realxtend
>>>    http://www.realxtend.org <http://www.realxtend.org/>
>>>
>>>
>>>
>>> --
>>> http://groups.google.com/group/realxtend
>>> http://www.realxtend.org
>>>
>>
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>> http://www.realxtend.org
>>
>
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