Interactive Game – auto handle issue
I’m new to max and was wondering if anyone could help me on my problem? I’m trying to create a game that consists of a ball being moved from the top floor to the bottom via the use of ji.handle – auto handle feature.
I have created 3 floors by placing 3 cubes across the workbox, I have also inserted a ball on the top floor along with the auto handle attached to the workbox. With the auto handle attached to the workbox I was hoping that by rotating the workbox the ball would move but this isn’t the case and I have tried changing features such as gravity and positioning and have had no luck.
So what I’m basically asking is there a way that by moving auto handle the ball will move automatically and also if the auto handle can be seen more clearly as when I look at my patch it can’t be seen unless I click around the patch to try and find it?
Another question I have is that I am trying to cut a circular hole into the cude so the fall can fall through each floor, is there a way possible to do this?
Sorry for the long write up, I’m just trying to find out what is possible. I have applied the patch below so it might be easier to understand what I’m trying to achieve.
-- Pasted Max Patch, click to expand. --Copy all of the following text. Then, in Max, select New From Clipboard.----------begin_max5_patcher---------- 1086.3oc2ZF0japBFF95zY5+AFuNqifXT6Ua+MbN20oyNDkUYqArHYyl1o+2 OHn4js11XmhjL8hMlfH4iGe466Ey9029lUAaEuP6B.uC7AvpUeU2xJSa8srZ rgUA6HuTzP5LcLfnTx8rf0Cm6QAWwI6nly8dIizb5T786X7FpxbcvwVYkltJ 19zcvnS8seTMsWHZDxyGBwd0jwn+Ksi8EyWJDEFM1tsupisT6bJH.7wwy0RT E0Ld0CRZgxdZbZdXxZPLNSOD.XRT+Aj9UvGMWz2d6a5OpOrd13gSOnmZml.J 5KlurfmXpvplvZBurg5D5E+SnD52mRquDofoIVDk2eHE5.Psi10QpnSI0+VK oTviMBgr62FTne.nR7jbJGEafTzFCjrDKaIUSURVYWMokBpoMMBv81OTreqa jXvbmowzQ7C6HJI6kKq1RgXi.aikm43EdcYa8wtvshximCP86KHMTPRHHJDl ze79VQGSwDbcKf6vgYI8u49Ow3T8TiU.fNg5HrGWYOxZrg0XLZ4yAt3p13qp pEFcKqZgKkpEl5eUKLO5uFUKBdMUsCU1uQUsvvEJSazUPyFaHMNdgMQQAUZp .Nv3khCNwGEbiu7kaLPEmakjQYNvH0OETuWuV9PG3nXOPI.MrGU.klcaIMMf 8stgaPuxsjjT6J5jkja+ScO15QUk1tNGzONt.V9RigxLkNR1XWTNXc+OCVtb qwIS2ZrIeomvSrV8jblE7HOVVvTJHxjx292qpEzWivMH1m1rG3YLzr1DkhWd CK8HsTRN3lJkddYIxjJKKcgwjs53IGc53GrAGAvYQf6erQnsZvqbk+Xmo11R 3UWVwMTD05qCYMc7GRRGleKNcZ9MJmrsg5WgFNygO6OWxmMS4S4Q8nwJ57pa hQ.4jsX4P.gxmBnJI4Yl5neKQBQFxDCWx8fp.aATIoyMa0L24ohrw1LjSC69 IIc4q+Io7RpbL2dglURhd2DFGD2gRBciLL4pjVGAGN.8gurCBYSoavUr+8bM 7nMx7hE1VVwmnR2vJjGY0vVGGrcE68GmlarXkcUdDZid6yrY3fKYtsOuipj5 zYLthJelz.1DAp+hS14cpypaZxjMC41f0h3DG.Lknp50lG+0ZE7klsSlUZjO q0PmxyLNm9+KQpu0nuu8vfSW8UEcK3kJapUJxdk3gu6GqdYsSM9SLivWxPtc XBZX7I+uKXF29S7cjqSrWVLFGi+qG.N6dSIsSuWOR+CY37dk85dUyJKolNbZ VVx55uWVdgalyNvxmSb0653JDWvav3JaN7J16gU5bBqbuGV34DVodOrhmEtP 9Ot1Lq35JDX2nYIhuQyRflWZU+mm.MqUjP+mo.cqJwPypxc+ultmCL3rRhA8 uFClLq.C6+.C6ASXCtEIssOSkcCCsMlzFpeRX76tYs8yLt8y1QNPRelMdIY5 VLip9k+SAfZqt -----------end_max5_patcher-----------
– since you connected the jit.gl.handle to the jit.gl.render object you do just rotate the camera view, in fact the relation between worldbox and the cubes always stays the same. this is as if you play the game in the real world with real objects, but your game stays always at the same location, you just rotate your head to view it from different perspectives. what you want is to connect the jit.gl.handle to the jit.phys.body objects (only the left outlet of jit.gl.handle has to be connected)
– disable the jit.phys.picker and enable auto_handle at the jit.gl.handle to get easier access to jit.gl.handle
– easiest way to make holes in your cubes is to design them in 3d-modelling software such as blender:
1. generate a plane
2. put a filled circle on the plane, position and size according where you want to locate the hole
3. add a boolean modifier and cut the circle out of the plane
4. extrude the plane
5. export as dae
6. load it into max with jit.gl.model and replace the jit.gl.gridshape with your model
Thanks for the reply, I have changed the jit.handle to the ball object and this will only let the ball rotate in the same position without moving in the direction of the x,y,z axis.
I have also applied the jit.handle to the floors and this will allow them to rotate making the ball move but they seem to emerge through each other at certain angles.
Is there a way to let the floors stay rigid and by using the ji.handle or another method to make the ball move by selecting the workbox or the entire 3d world? I can make the ball move with the picker and keep the floors rigid by removing jit.handle but my intention is to make the ball move along each floor by rotating the entire world? In meaning, let the ball move when I rotate the 3d world?
I have applied transparent walls on the sides and have attached the jit.hanle – auto handle to the walls and floors which in return allows the roatation of the ball freely.
The problem I still have is that the walls and floors still ermerge through each other affecting the ball to randomly jump floors. I believe the walls and floors need to have constraints but I’m not aware to put these in if possible?
This is the updated patch so far:
-- Pasted Max Patch, click to expand. --Copy all of the following text. Then, in Max, select New From Clipboard.----------begin_max5_patcher---------- 1538.3oc4as0bahCE9Y2Y5+AM7rMitBh9T1W1+.691Nc7HaTsoECdAbbR6r+ 2WcAeIw1IjDjBwsyDCV.hi9Ne5nuyQt+5yeZTvrx6j0Afu.9GvnQ+R0xHSa5 VFsqgQAqD2MOWTatwfB41xYeOXb60Zj20XZ+6YMgKxCWTkkVuTrVBVJyyKA2 X+x7Myj6elhMqxJxkMlNDsq0uUVzTHVIM81eTkIxO9AJ2zr6Iv6ZNK0buJyY BBt+ls2Yy8qk1Al1xltRzTkcWvXPP.3qG+Fqy9o49P3P3t1WKZluLqXwzJ47 FamDmvTWGPvI5CnDp9.FFBAe07P+2m+j9n5v3dAIWu795vYko2eL.pNetHWB ng.XHhAXgfaVWVm0jUV.PgfIjPNScIvM+HqPpFxYyAHmh53Ki5ucrFRzGnTr iw52OVKNxKrVTDbnxZmnnslK3MNKN1gbVDI1vYsgItJ4rnD+DokODhzxNGmU QVmD44HsXpKizFgt1izhHdg0hiIC4HsSf9VffKC1ho1fsznqWABH+PaQwCXY snP+FpE5RABIFoXTB5ckypA376mtpLUBv.rKgShy0KXHsQIbChx4uy5EhspY OVsfVv.yeDXpiHvVbNxbfhX+1PfYtl.ajcE0FRXfRf8H+kvcC+0.yLabBJ52 m.vDuveYrjA.+EZ3uOT3qIINepffPcIA1Vag9I.7JYcsXg7Tf9VYkZ7cVLB+ hwHz4vnmpzguJ7Iggs0dwjBlsPLH90+7aL2Kyuob5vb9s+mdCc3zaJi1eqO8 s7R0vI3vasRMlajUSkEhY4FqB9pAJ0smsR065NID9Lv2RsKddYdYkczBC4wP FmO9rmgzi5yor8vDI03b2aGc3seh+Pg.hFsSYlnXwkbLpDLSXHd7d5XUlgsY GZIOgSiXq2CGZKi1AW1tmY1hGNniT+Kd7YOC4MW8I9B3X6Gn1ONX+eHXEjgF qfb8vJTHOlvL7CXLmR9HxOnCL9AN4Jfef1G0.9wLpAanwJXCEVwkTmsV7Cfr RTKmZLjVYWPcEZOudKVGb8mRo3IPTRjgW0d1iIWOStEznWdtEO1ucNGDxt4N 1eWBnXOrGuKEEo4NcGFHtPKaD1VraaNpwHWlo5elWVV4zTUY8dlpDSNTHb61 t1CYpdQ34uWJAKTibv1rhzxstDmPQ8MP0tuzHKBA4tDn9qkkaqAMZ3pRJK.5 9wgfkivJVTjkZQ5ArRzzTsIquh9bVJyg4V5WlocSR+8M5zJ4hZq9a6tv4ohX zV3B19+dPs0Mkuvo6AuSpFYKfxZEpDyc+hgZLMsRr0kDRrilVRLqDxicLJYC xuubjJSDDQg.JGBtwHeUYbN9W7wkAPir4wuMfjDaqBIoODe493aj3Siu0lZk aVpLwV1aF7CA7fSNEdVTItMq49deAfnjPlFYL7GBxk+T2Z.yr4I4xIZIO+DM qM7FnSsnEK18A2qjEoxpcQtlqPkJgRxmY8wIpzIb5NnvbaPKbjE.c9dNaTcr srJOEbi4fpuld7F66XbzIIStalahE8P72gMt2VuCjVpV7SUvidZMTGuid6zt 0tUdNEQ+2UxlJEBlUzHqtUjChffk+zkYVE+LSleKwCaK8CoO168lxEKNRGvq Xy45PkvtLVnbHGAEWbHGsen9APOA+T4DhMMkSeTYz5KIW1pbYKX6SI4x16A4 YEm7e1NS2puvi.t5xMUy2YdsK2CNpHnoxZkVdgNIxitI8BYGeWKyRSkEOfIk lUqYWFLCdYW4KxtPCP6h2E7h3cyJtKlUh2MKJqK1ktt5G6rOigc1sU9zMHp2 seZmse7fz9Ic19ICR6G2Y6mNHs+tX9wdeZIoSgKv92t5j2FNLsKBefZWzApc MP8i33ApcMP8i3ApeDMP8iH+GWE2MU99W1JtaKDE4eCqSqbi7uhZLYflv1iC CbACC4cCC0INFx+jeTmRNB4+v9ntQ98udGTmRG.4+Ejnch7S7e3BR2pWg+CW P5DGi3+YkjtEG6sQ9aqbmX85akU0scs0lBVI9tMU0nw1umUX+tsmCpj2ls6Q 3pVL8p5i+G7jABL. -----------end_max5_patcher-----------
unfortunately jit.gl.handle @autohandle mode only functions with jit.gl objects, and not jit.phys objects.
you will have to make a handle for each of your kinematic phys.bodies if you want this functionality.
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