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#41 powerfufi

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Posted 04 September 2014 - 08:30 AM

I Tried Your mesh ball obj in visual pinball but nothing is displayed ...? ...? I put the picture .. What I need: your crane amended by adding the ball come in these photos to simulate the transport to come in the picture. I aligned the ball with MeshLab rate but I do not know anything (3d programs to send Chinese.

Ho Provato La tua maglia della Pallina obj in ma flipper visiva non viene visualizzato niente ...? ...? .. metto le foto di Quello Che avrei Bisogno .. La tua gru modificata con l'aggiunta della Pallina venire in queste foto per simulare il Trasporto venire Nelle foto. ho allineato la pallina con MeshLab ma non sò tariffa nulla :(Programmi 3d per inviarmi Cinese.

Cattura1.1409818656.jpg

Cattura2.1409819176.jpg

Cattura3.1409819401.jpg

You said that your ball goes with the crane itself in the exact spot on the crane. Javier has used the command RotY () - Cpos but they were a small 2 balls at the base of the crane as a large ball in the middle of the crane using your mesh that you need to write command in the script to make it follow the movement of the crane?


Edited by powerfufi, 04 September 2014 - 10:14 AM.


#42 powerfufi

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Posted 04 September 2014 - 10:08 AM

the primitive of your ball that was not visualized solved ticked the light. so if I put the ball in the right spot which command script must be written in the following order so that the arm of the crane based on the conversion of the cabinet of Javier?



#43 dark

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Posted 04 September 2014 - 11:37 PM

I'm not sure exactly how Javier made it work you'd have to discuss that with him.  I know that the mesh ball he uses simply has it's pivot centered to the ball so is offset the pivot some how to rotate it with the crane.  I only work in 3D and have limited knowledge of VP.   You are trying to make this work nicer for VP Lah right?  I think the code that Javier set up would have to be changed to make this work better with these new balls.  I wanted to have the ball roll all the up and all the way back down but Javier did the best he could and neither of us knew at the time that I could set the pivot for him to make it easier to do.  If you copy paste the crane, then reimport the copy with the ball mesh it will place it right inside the crane's ramp and if you use ObjRotZ on crane and ObjRotZ  or normal RotZ they will move together.

 

I have imported them into a blank table to demonstrate, what ever you change RotZ value for 1 mesh, if you do the same for other mesh they will line up:

http://www.mediafire...H_testballs.vpt

 

position1.jpgposition2.jpg

 

I moved the crane and the 2 balls just by changing ObjRotZ values, I didn't have to re-position any thing - they work as they should.  

 

Making them work on the table and have the ball roll up and down the ramp is a whole other set of problems I personally can't help you with just because I lack the knowledge/expertise to do so.  


Edited by dark, 04 September 2014 - 11:38 PM.


#44 powerfufi

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Posted 05 September 2014 - 12:27 PM

uuummm 2 balls visible is not very nice. I would have found a nice solution with MeshLab I joined the mesh of your crane with your ball (primballforEND). I got so your crane with the ball in the right spot. superimposing the 2 cranes (1 crane with crane 1 ball without a ball) which can in turn = perfect. only problem that I do not know to create textures (png image) for the crane with the ball. I have only just learned how to combine meshes together and save obj :( . simulation of the ball rolling by crane method Javier is fine just set the timer to perfection. unable to create the textures and the new image to be imported on vp crane with ball?'ll put the ball on download crane with which to reconstruct the image.

Download: http://www.mediafire...gruconpalla.obj



#45 gtxjoe

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Posted 05 September 2014 - 07:06 PM

Here is another way.  Use a crane primitive, and a kicker to create a ball and move the ball down the length of the crane.  (You could use a ball primitive, but the VP ball may look better)

 

Set CraneBall = CraneBallKicker.Createball ' Put Kicker anywhere on the table, as you will move the ball to the desired location below
CraneBall.Z = 200 'height of ball
 
' Call this in a timer, every time it is called it will get the rotation of the crane and move the ball by 10 VPU units torwards the end of the crane
Sub CraneMoveBall
  CraneAngle = Crane.Rotz + Crane.ObjRotz  'Assumes you are using ObjRotz to rotate the Crane
  Length = Length + 10 'ball will move further and further away from crane pivot
 
  CraneBall.X = cos(CraneAngle*3.1415/180) * Length + CranePrim.X
  CraneBall.Y = sin(CraneAngle*3.1415/180) * Length + CranePrim.xY
End Sub


#46 dark

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Posted 06 September 2014 - 02:23 PM

I never said to have 2 balls visible, I also thought it pointless to have a ball at front end of the crane as it only needs to turn on the back end near the cab but that's what I gathered you wanted from your screen shots so just to avoid having to revisit this I just made both for you.    I think a real table ball should be used for the rolling animation as gtxjoe mentions, and if anything the primitive ball is only used for the transport of the ball during the rotation sequence.    I think something is lost in translation here with this conversation.

 

If you really want to just make use of two cranes, the only way to my knowledge to combine the two mesh's but share a one texture map for use in VP would be attach the mesh's in the 3D software and then 'texture bake' it as one map.  I'm not familiar with 'meshlab' at all so I can't tell you how to do that with that software but a link for texture baking in 3dsmax can be found through the 3D reference in my signature.



#47 sliderpoint

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Posted 12 September 2014 - 11:19 PM

Hey guys,

 

Looking to get some ramps made for the Road kings table I'm working on.  I have some resources shared here. I made the basic ramps that was described in the first post (I can see why you don't want to do that part...).   If you need more pics let me know and I'll try to get them.  

 

I did not make a ramp for the Loop Back Assembly as I had no idea how to do that.  The right metal ramp can just be flat (no walls) with the entry and exit pieces on it (pivoting at the top?). However separate from that I would like to get the metal left wall next to that ramp as well. 

 

Thanks

-Mike



#48 ghostmachine

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Posted 09 October 2014 - 01:24 AM

I COULD USE SOME RAMPS. PLASTIC RAMPS. 3D FPM FOR FUTURE PINBALL. 

large.JPG

sc_ramp.jpg

t2-ramp.jpg

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medieval-madness-right-ramp.jpg

THE TOP PICTURES SHOULD GET YOU STARTED..

 

IF YOU MAKE THESE LET ME KNOW. I WILL USE THEM IN FUTURE TABLES. AND GIVE YOU CREDIT FOR THE

3D MODELS. THANKS. :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:  :shok:



#49 dark

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Posted 12 October 2014 - 05:38 PM

I can't make ramps from pictures alone, there needs to be guides for me to use from FP, basic mesh ramps that have been tested to work with the ball rolling over its 'floor' surface.

You can see the VP/3D reference in my signature for more info.  As it is at the moment I'm pretty far behind schedule and have model requests piling up and ramps aren't exactly my favorite thing to do.

 

So yeah to sum it up, if you really want these you'll need to provide me with guides and have a fair bit of patience as I'm not sure how soon I could get around to these.

 

I have a few personal projects I've been meaning to do that keep getting put on the back burner since I haven't had the time to keep up and by the looks of things my real life stuff is only about to get more hectic.







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