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<title>Forum - Importing Assets - Collision still a smash? - Messages</title>
<link>http://www.muvizu.com/Forum/topic5077-collision-still-a-smash.aspx</link>
<description>Forum - Importing Assets - Collision still a smash? - Messages</description>
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<pubDate>Sun, 02 Aug 2015 16:03:14 GMT</pubDate>
<lastBuildDate>Sun, 02 Aug 2015 16:03:14 GMT</lastBuildDate>
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<link>http://www.muvizu.com/Forum/topic5077-collision-still-a-smash.aspx</link>
<title>Message from urbanlamb</title>
<description><![CDATA[With blender being opensource maybe you can come up with something.    There are actually a lot of animation companies out there that turn to blender because it is open sourced so they can get it to do exactly what they want.     <br/>  <br/>  The issue of making sure all the faces/normals etc are in the right direction and its all unwrapped I dont think this can be automated but the collision I am pretty sure can be as long as your looking for the tiny box at the center of mass type <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> In the meanwhile because several people were having issues with collision I created this video just about simple almost no collision.  <br/>  <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/GoX82MHy6PQ?rel=0" frameborder="0" allowfullscreen></iframe></div> <br/>  <br/> ----- <br/>  <br/> TMI time  <br/>  <br/> Unfortunately since muvizu is built on unreal engine this issue wont be going away I dont think and FBX is here to stay. The next big thing is 'voxels' so hold onto your hat because 3d will be changing dramatically in the next few years. <br/>  <br/> <a href="http://procworld.blogspot.ca/2010/11/from-voxels-to-polygons.html" target="_blank" rel="nofollow">http://procworld.blogspot.ca/2010/11/from-voxels-to-polygons.html</a> <br/>  <br/> <a href="http://3d-coat.com/" target="_blank" rel="nofollow">http://3d-coat.com/</a> <br/> <em>edited by urbanlamb on 02/08/2015</em>]]></description>
<pubDate>Sun, 02 Aug 2015 16:03:14 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5077-collision-still-a-smash.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[Yes - ASE with ZiggyMesh is still the best approach. <br/>  <br/> Recently we have been discussing getting an automated way of sorting collision for FBX from within Blender. It's in my court at the moment and will have a good go at it in the next couple of months.]]></description>
<pubDate>Sun, 02 Aug 2015 14:26:45 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5077-collision-still-a-smash.aspx</link>
<title>Message from MrDrWho13</title>
<description><![CDATA[I believe it's the same as before, we're all still using the ziggymesh exporter to fix our problems. <br/> I think he's working on an fbx ziggmesh exporter but there are a few more hurdles to cross with that.]]></description>
<pubDate>Sun, 02 Aug 2015 09:53:50 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5077-collision-still-a-smash.aspx</link>
<title>Message from Dylly</title>
<description><![CDATA[Just building a new set and while I'm waiting to upgrade my play+ just wondered if there has been any improvement in collision? Is the Ziggy Matchbox Technology still the way to approach this or has the 'ole Zu had some advances?]]></description>
<pubDate>Sun, 02 Aug 2015 09:42:23 GMT</pubDate>
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