building complex models
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building complex models
Currently, one can build complex 3D models with workable collision ( a building with entrances and interior features ) by making individual models of walls, floors, ceilings, doors, etc., and placing them. What makes me hesitate, is how to make this chunk of labour portable.
How could one bind all the pieces together in a unit that could be moved, cloned, and copied to another window, and still be functional relative to it's new environment? There would have to be a model/sub-model hierarchy.
How could one bind all the pieces together in a unit that could be moved, cloned, and copied to another window, and still be functional relative to it's new environment? There would have to be a model/sub-model hierarchy.
"great expectations"
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- Posts: 25
- Joined: Sun Feb 27, 2011 1:09 am
I'd like to know that too!
How can one transform multiple Models as a group?
In my case, I want to rotate the whole object, consisting of many models, around the origin.
I could just set camera position and rotation, but there's gotta be a better way!
Is it not possible to make a model a child of another, so that it always inherits it's transformation?
Is it not possible to apply Transformation in general to all models before the camera transformation is being applied?
thanks!
How can one transform multiple Models as a group?
In my case, I want to rotate the whole object, consisting of many models, around the origin.
I could just set camera position and rotation, but there's gotta be a better way!
Is it not possible to make a model a child of another, so that it always inherits it's transformation?
Is it not possible to apply Transformation in general to all models before the camera transformation is being applied?
thanks!
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- Posts: 25
- Joined: Sun Feb 27, 2011 1:09 am
I think I need these objects to be different models...
How would you make this thing rotate?
Do I really have to set the camera position and angle?
How would you make this thing rotate?
Do I really have to set the camera position and angle?
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- Test.zgeproj
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@alphanimal : See attached ..
By the way, you might want to tone down the collision radius a little. Right now the radius is large enough for each particle to "collide" with all of the others 90% of the time.
K
By the way, you might want to tone down the collision radius a little. Right now the radius is large enough for each particle to "collide" with all of the others 90% of the time.
K
- Attachments
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- Test.zgeproj
- (3.63 KiB) Downloaded 509 times
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- Radius.gif (20.8 KiB) Viewed 10391 times
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- Posts: 25
- Joined: Sun Feb 27, 2011 1:09 am
Thanks!
I see this is the code that makes it rotate:
Can you explain what that does?
Why did you put it inside the "Mol" model?
I see this is the code that makes it rotate:
Code: Select all
glPopMatrix();
glRotatef(App.Time*90,0,1,0);
Why did you put it inside the "Mol" model?
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- Posts: 25
- Joined: Sun Feb 27, 2011 1:09 am