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  #1  
Old 10-30-2014, 09:26 AM
andreionutz andreionutz is offline
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Join Date: Apr 2012
Posts: 15
no that i think of it, the problem is maybe less related to vizact and more to the model i'm using. i mentioned vizact because there i can see more clearily what's happening and it's where i spend my last hopes of solving the problem by myself. but i get the same behavior while navigating with the mouse. the model i have is a valid collada model and the normals are ok. i don't have the bounce back effect if the collision surface is aligned along the x/z axes, which i find really strange...
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Old 10-31-2014, 06:41 AM
andreionutz andreionutz is offline
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Join Date: Apr 2012
Posts: 15
me again.
i stripped down my code to the very basic and still didn't find a solution. i can't see how anything could be wrong in the usage, but i posted the code below anyway. i also tried different models from 3D Warehouse and i could reproduce the problem.
attached is a very simple collada model i generate myself(rename to .dae). the normals are ok, but i still have the bumping effect when the wall is oblique. i think the problem is somewhere in the Vizard navigation code and has something to do with vector decomposition, otherwise i cannot explain why it's not happening when the wall is parallel with an axis...

Code:
import viz

viz.setOption('viz.model.apply_collada_scale',1)

world = viz.addChild('.\\..\\configs\maze3D.dae')
world.collideMesh()

env = viz.addEnvironmentMap('sky.jpg')
sky = viz.addCustomNode('skydome.dlc')
sky.texture(env)

viz.disable(viz.LIGHTING)

viz.MainView.collision(viz.ON)

viz.MainView.setPosition(3.02036, 0.00000, -0.08363)
viz.MainView.eyeheight(0.11)

viz.go()
Attached Files
File Type: txt maze3D.txt (11.5 KB, 6685 views)
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