what about some obstacles?

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HJ Panorama
Posts: 5
Joined: Sun Sep 07, 2008 12:55 pm

what about some obstacles?

Post by HJ Panorama » Wed Sep 17, 2008 3:17 pm

hello

I have a car that I'd like to make its tires to react to some obstacles on the ground.... such as small rocks or junks...( car jumps over them or.. )
what should I do to achieve this kind of reaction... ?
is it possible to setup a car crash ?

thank you in advance

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Luigi Tramontana
Posts: 358
Joined: Mon May 19, 2008 11:32 am
Location: Gothenburg, Sweden
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Re: what about some obstacles?

Post by Luigi Tramontana » Wed Sep 17, 2008 3:22 pm

There are some scripts coming up to create crashes with the built in dynamics in both max and maya. It'll take a couple of weeks though.
// Luigi

Carl Buhre
Quality Assurance Consultant
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Re: what about some obstacles?

Post by Carl Buhre » Wed Sep 17, 2008 3:31 pm

And the best way to have the vehicle react to object on the ground would be to simply add them to the ground mesh. To do this in max, make it an editable polygon, then use Attach to add the rocks/logs/etc. In maya you simply combine the objects.
Also it is important to mention that if you wish to have a detailed interaction with the ground you must increase the "ray multiplier" parameter.

HJ Panorama
Posts: 5
Joined: Sun Sep 07, 2008 12:55 pm

Re: what about some obstacles?

Post by HJ Panorama » Thu Sep 18, 2008 6:44 am

thank u Carl...

Luigi,
and the question is where can I find these kind of Mel's?
Do I need to write them myself or there is any reference to guide me how...or ...??

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Luigi Tramontana
Posts: 358
Joined: Mon May 19, 2008 11:32 am
Location: Gothenburg, Sweden
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Re: what about some obstacles?

Post by Luigi Tramontana » Thu Sep 18, 2008 11:47 am

firstly: check out some additions in carl's answer above.
Secondly: The physics scripts - Initially they will be released as betas (as both MEL and maxscript) which you will find on the following beta page:
http://www.craftanimations.com/index.cf ... BD8C689230
They will be free of charge ;)

// Luigi TA

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