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Collision Resolution | General SmartBody Discussion | Forum


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Collision Resolution
May 24, 2016
12:40 pm
Forum Posts: 26
Member Since:
September 16, 2015
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While working on collision resolution the following questions have come up:

1. Can locomotion be interrupted effectively? using interruptCharacter() does not appear to work at the moment.

2. Is there a preferred method to interrupting characters for collision resolution?

3. Sometimes characters seem to walk in circles, sometimes becoming "stuck" in this animation indefinitely. It appears this is a response from encountering a collision but it may not be the case. Is this expected? Does it sound plausible? or perhaps it is from attempting to reach a very close waypoint?

4. Is there a preferred method or suggested method for collision resolution (character - character and character - pawn)? It seems character - character collisions are already resolved correctly most of the time.

Thank you!

May 25, 2016
6:35 pm
Forum Posts: 985
Member Since:
December 1, 2011
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1. Interrupt character should interrupt locomotion as well; I'll have to look at it. You can always send a locomotion command and give the current x-z coordinates which will effectively give the character an instruction to move a new locomotion where they are, which will force them to stop.


2. You need to write a collision resolution handler that does that.

3. I've seen that happen before when the character cannot turn quickly enough to reach the waypoint, so it ends up 'in orbit' around the waypoint. Is your scene scale set properly? There is a parameter that determines how close the character should be until it is considered to be at the desired location. When the scene scale is off, the character can never get close enough.


4. Collisions are not handled. In steering, the characters swerve to avoid each other, but can still collide. When that happens, you need to decide what to do; should you push the characters (or objects) away from each other? Should you have them stop completely? etc. It's not a trivial thing to do. You can handle character->object collision by pushing the character outside of the geometry of the object.



July 12, 2016
9:31 am
Forum Posts: 26
Member Since:
September 16, 2015
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