mangualmanuel Posted January 13, 2015 Share Posted January 13, 2015 I created a scene in babylon and I seem to be having issues with the colliders I set up in blender. In my scene I have a table and a chair and I have a box which I checked the check for collision option. In addition I also added a rigid body to said box acting as the bounding box object. The next thing I did was use the babylon sandbox to test out my scene and when the camera collides with the bounding box it "jitters" or shakes violently. I wanted to know if there was anything else I needed to to in order to get smooth collision between the camera and the bounding box? Many thanks in advance! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 13, 2015 Share Posted January 13, 2015 Helo, beware collisions and physics are not related. Collisions is about moving your camera in the scene like in a FPS (quake style)Physics is related to physically accurate simulation of rigid bodies Quote Link to comment Share on other sites More sharing options...
mangualmanuel Posted January 13, 2015 Author Share Posted January 13, 2015 So what do I need to do then? Is it in the code that I need to add something or do I need to set up the scene in blender in another way? Basically what I am asking is why does the camera shake back and forth whenever I collide with an object? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 14, 2015 Share Posted January 14, 2015 That's not easy to help you without the code But in theory, no need for rigid bodies if you just want to enable collisions (between camera and environnement) Quote Link to comment Share on other sites More sharing options...
Supermitch Posted January 14, 2015 Share Posted January 14, 2015 It reminds me something on another game engine : BabylonJS is intended to work in meter per world unit. If you're too low or too high on that scale ( in foot, millimeters, nanometer, and so on), you might encounter collision small issues due to the relative lack of accuracy of the real time process. Don't know if that will fix your stuff, but it may help.Otherwise, you are may be "stucked" in a collision paradox : If you're in a ramp, doing nothing, the camera will slowly goes down the ramp, following the gravity. Imagine now that you're in a multi ramp (let's say the inner faces of a upside down pyramid), you might go down one face, then, with inertia, go up the opposite face, then go don again. Quote Link to comment Share on other sites More sharing options...
mangualmanuel Posted January 14, 2015 Author Share Posted January 14, 2015 Thanks to everyone who posted. I figured out what the issue was with my collision. Basically what I needed to do in blender 3D was to remove the rigid body from my models and make sure I leave the check collision option. These are static models so they will not bounce or ricochet when the user collides with them. They are there to stop the user from going through them. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.