

First, the conventional modeling method applied in Garry’s Mod was summarized and the steps of the proposed modeling approach for data acquisition and processing were discussed in detail. In this paper, a method for using the Kinect to create in real time custom models of physical objects for insertion into a game-based virtual environment was introduced. Although this model is not perfect, it is sufficient for the purpose of this experiment. Therefore, some points that do not belong to the model are included into the triangular domain. The reason for that is that the triangular domain becomes very large after simplifying the triangularization of the surfaces by merging some small triangles into one, which causes the curved edge in Figure 7 to become straight. In addition, some textures failed to be filtered, thus leaving a small part of the background in the reconstructed model. The textures were obtained from different surfaces with six orientations.

The model of the motor is composed of several cuboids. The reason for doing so is that too many texture files would be generated by the basic Delaunay triangularization, but it is very difficult for the game engine to render such elaborate models. In this instance, the surface meshes were simplified significantly. This difference results from the resolution of the camera. The noticeable difference between the actual physical object and its reconstructed model is in the image quality. The step motor is represented with a coarse reconstructed model (see Figure 5b). Therefore, they were built with the traditional modeling pipeline (see Figure 1). In this virtual experimental setup, the test tube and its base are too large to be scanned with the method discussed here. A more detailed description of this experiment was given elsewhere. The Pitot tubes are controlled by step motors and are used to measure the pressure distributions at various cross sections of the test tube. It is composed of a test tube with base and multiple step motors and Pitot tubes. The experimental setup in the VL is illustrated in Figure 6. This experiment is used to teach the basic principles of fluid mechanics, and it focuses on the study of the flows in ducts and jets. The step motor is one of the components of a flow rig experiment. A step motor was selected as an example to validate the method described here (see Figure 5a). Mod/models folder and are available to be used by the game. 000 $ sectionframes 30 29 $ sequence " ragdoll " " ragdoll. mdl " $ surfaceprop " flesh " $ contents " solid " $ eyeposition - 0. mdl " $ includemodel " player / taunt_animations. 00 $ includemodel " player / ct_animations. 40 $ attachment " facemask " " ValveBiped. 00 $ attachment " weapon_bone " " ValveBiped. 00 $ attachment " muzzle_flash " " ValveBiped. 44 $ attachment " defusekit " " ValveBiped. 48 $ attachment " eholster " " ValveBiped. 48 $ attachment " primary_mg " " ValveBiped. 54 $ attachment " primary_shotgun " " ValveBiped. 54 $ attachment " primary_smg " " ValveBiped. 54 $ attachment " primary_sniper " " ValveBiped. 15 $ attachment " primary_rifle " " ValveBiped. 81 $ attachment " primary " " ValveBiped. 52 $ attachment " grenade4 " " ValveBiped. 32 $ attachment " grenade3 " " ValveBiped. 46 $ attachment " grenade2 " " ValveBiped.

96 $ attachment " grenade1 " " ValveBiped. 00 $ attachment " weapon_hand_R " " weapon_hand_R " 0 0 0 rotate 0 0 0 $ attachment " weapon_hand_L " " weapon_hand_L " 0 0 0 rotate 0 0 0 $ attachment " grenade0 " " ValveBiped. 00 $ attachment " mag_eject2 " " ValveBiped. 00 $ attachment " mag_eject " " ValveBiped. 000 $ skipboneinbbox $ attachment " forward " " ValveBiped. 00 $ opaque $ cdmaterials " models \ player \ natalya \ evangelion \ asuka \" $ hbox 3 " ValveBiped. $ cd " C :\ Source Stuff \ Modeling \ Player Models \ Evangelion \ asuka " $ modelname " player \ natalya \ evangelion \ asuka \ asuka - dress. You can usually get a physics model by decompiling a default model, but if you have to make your own you need to make it out of convex shapes and have them attached to the exact same skeleton that your reference model uses. When you make a model you have a weighted and textured reference.smd for the actual model, and then you also have a phymodel.smd for the collisions. The physics of the ragdoll are handled by a collision mesh. When a player dies, the hitboxes are no longer used, and the dead player model falls to the ground as a ragdoll. However, if you aren't doing a simple re-skin you probably need to edit the hitboxes so that they match the new model's geometry more accurately.
#Garrys mod models code#
To get default hitboxes you can decompile a default model for the game you're working with and copy the code from the mdldecompiler.qc file. $ hboxset " cstrike " $ hbox 3 " ValveBiped.
