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Home ? Importing Assets ? fbx chatters 'n' skitters

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15/01/2014 13:19:30

Rocky53204
Rocky53204
Posts: 15
Made a simple coffee mug in fbx format... https://dl.dropboxusercontent.com/u/65307694/mug.zip
Zipfile includes editable .png texture. They both (.fbx and .png files) should reside in the same directory prior to import.
The .png file can be replaced with any image so long as...
a) It is the same size.
b) It has the same filename.

After creation in Muvizu if I edit/physics/uncheck 'floats in the air' the mug drops to the 'ground' and then chatters about and skitters like a mad cockroach before finally settling... Is this normal behavior?
edited by Rocky53204 on 16/01/2014
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15/01/2014 13:27:09

Rocky53204
Rocky53204
Posts: 15
If I uncheck 'keep upright' the odd behavior corrects.
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15/01/2014 14:02:03

Mike_Num_5
Mike_Num_5
Posts: 165
Hi Rocky,

Yea, this is kinda 'normal' if you like. Because Muvizu is built on a Games Engine, the physics are trying to replicate realism in parts, however, due to that it does leave some side effects when gravity gets a hold and the origin of the model isn't centered...

Long story short, yep, that happens to some objects when you turn that off. Sorry
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16/01/2014 17:36:49

Rocky53204
Rocky53204
Posts: 15
So... I should set origin to zero?
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16/01/2014 17:58:46

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
put the origin at the center of mass of the object then you will have minimal jitter. With FBX I am finding you need to put the collision and origin in the same place and it works best at the center of the object or center of mass.

Also ensure the collission areas are large enough and depending on the object design you may need to add several collision areas.
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16/01/2014 21:25:44

Rocky53204
Rocky53204
Posts: 15
Thanks for your gracious reply. It would be helpful to have such info in FAQ's or wiki.
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16/01/2014 21:56:24

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
Your welcome most of the collision info is in there already. I only started playing with collision "for reals" at christmas so this was my finding that for whatever reason for fbx its this way. It was not previously like this when I was using only the ASE I could move my pivot point/origin and place collision in odd places and it would not affect the object in the same way.

I am unsure if this will change or not and we will be able to place the origin/pivot point elsewhere on the object.
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30/04/2014 13:28:41

dandidika
dandidika
Posts: 1
sir,how to use the FBX file. i unknow
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