Weird Problem Loading In Mobile Mesh's
Posted: Mon Jan 09, 2012 12:44 am
Im sorry to take up more of your time... but this is a very strange problem...
ive tried this multiple ways to confirm where the proiblem is coming from.
I try to load in a model as a mobile mesh and texture it using an effect. all that works.
For Example Trying this with Just a Cube....
1) if i Model the cube and do not move it in XSI Mod tool, Texture and export it... the Cube Textuing and The BEPUPhysicsDrawer Draws them Overlapping, which they should. Showing you where the physics stop and end and the textureing for the object.
If i Start a XSI Mod tool scean from scratch and create a Cube, and Move it in the Y direction UP, Texture and Export the Cube.
The BEPUPhysicsDrawer Draws the Physics in the Original Location that XSI Spawned the Cube, BEFORE i moved the cube.
Thus the Physics and The Drawing of the Mesh Does Not line up.
If I move the UV in XSI Mod tool, to an alternate location, I can See in my application, where my mesh draws. that this moves with it. However they physics Entity stays put.
So I Created 4 New Models and Named them TestSphere 1 - 4 , I Ensured that there were no offsets and that the= vertecices and indices being loaded in are the ones for the physics, and i have not changed them in any way,
Here Is The List of The 4 Models i made, The Diffrence's in how i made them, and how they react.
spawn
Texture - TestSphere1
Export
----- Works Properly
Spawn
Move - TestSphere2
Export
---- Does Not Work Because Not Textured
Spawn
Texture -TestSphere3
Move
Export
-------Textured Part is in the Correct Position but again the BEPUPhysics Drawer is drawing the object's Physics in the spawned postion
Spawn
Move
Texture TestSphere4
export
Same as TestSphere3 However the Textured Area seems to be only "Half as Far this is just perception i belive but still the Texture and the physics do not overlap
Now here is the World Transform For the Mesh
thisWorld = ((Matrix[])staticworld)[this.playgroundModelModel.Meshes[0].ParentBone.Index];
So there is no CreateTranslation...
You would think while moving an object in the Modeling program your changing its vertaices, which is what should be Taken in from BEPU's helper methods, which are the values for the physcs....
So why does moving an object while modeling? not change the position of the physics? You could see how not being able to move objects while modelling would be very difficult to accomplish anything...
Any input is always much appreciated
ive tried this multiple ways to confirm where the proiblem is coming from.
I try to load in a model as a mobile mesh and texture it using an effect. all that works.
For Example Trying this with Just a Cube....
1) if i Model the cube and do not move it in XSI Mod tool, Texture and export it... the Cube Textuing and The BEPUPhysicsDrawer Draws them Overlapping, which they should. Showing you where the physics stop and end and the textureing for the object.
If i Start a XSI Mod tool scean from scratch and create a Cube, and Move it in the Y direction UP, Texture and Export the Cube.
The BEPUPhysicsDrawer Draws the Physics in the Original Location that XSI Spawned the Cube, BEFORE i moved the cube.
Thus the Physics and The Drawing of the Mesh Does Not line up.
If I move the UV in XSI Mod tool, to an alternate location, I can See in my application, where my mesh draws. that this moves with it. However they physics Entity stays put.
So I Created 4 New Models and Named them TestSphere 1 - 4 , I Ensured that there were no offsets and that the= vertecices and indices being loaded in are the ones for the physics, and i have not changed them in any way,
Here Is The List of The 4 Models i made, The Diffrence's in how i made them, and how they react.
spawn
Texture - TestSphere1
Export
----- Works Properly
Spawn
Move - TestSphere2
Export
---- Does Not Work Because Not Textured
Spawn
Texture -TestSphere3
Move
Export
-------Textured Part is in the Correct Position but again the BEPUPhysics Drawer is drawing the object's Physics in the spawned postion
Spawn
Move
Texture TestSphere4
export
Same as TestSphere3 However the Textured Area seems to be only "Half as Far this is just perception i belive but still the Texture and the physics do not overlap
Now here is the World Transform For the Mesh
thisWorld = ((Matrix[])staticworld)[this.playgroundModelModel.Meshes[0].ParentBone.Index];
So there is no CreateTranslation...
You would think while moving an object in the Modeling program your changing its vertaices, which is what should be Taken in from BEPU's helper methods, which are the values for the physcs....
So why does moving an object while modeling? not change the position of the physics? You could see how not being able to move objects while modelling would be very difficult to accomplish anything...
Any input is always much appreciated