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April 8, 2019 at 12:30 pm #123374
Here is a quick and dirty rundown of how to make a playfield mesh with physical holes to better improve the physics of your game. This assumes basic Blender 2.79 skills.
Once your table is in Blender and you’ve assigned your playfield texture to your playfield mesh, select your playfield and stay in object mode.
Hit / to go to local view.
Make sure you are in orthographic (not perspective) view mode.
Hit 7 to get a perfect top down view.
Go to add, mesh, use cube or cylinder depending on the shape you want.
Scale the new mesh to the size of the desired hole making sure it intersects on the z axis.Select the playfield.
Add a boolean modifier.
Set boolean to Difference, assign Object to your cube or cylinder mesh.
Apply the modifier.
Get rid of your cube or cylinder mesh and bask in the glory of your new hole.
There is usually some cleanup required to make sure the face of the playfield is fully intact.
After you’ve punched out your holes go into edit mode (tab), select all vertices (a), and Remove Double Vertices (pictured).
Still in edit mode with everything selected triangulate your faces (ctrl+t) and then turn tris to quads (alt+j).
Finally, go back to object mode with your PF selected and make sure shading is set to flat (pictured).
Then in edit mode with all vertices selected, export an obj with these settings and a scale of 10.
Import the obj into VPX, placed at 0,0,0 and scaled at 100. Make it not visible or collidable.
A little more detailed and in Blender 2.8:
Even more detailed with plywood holes in Blender 2.8:
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April 8, 2019 at 1:18 pm #123375Next @borgdog will provide a testimonial for how well this process works…
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April 8, 2019 at 1:38 pm #123377hmmm, maybe.
so I haven’t been able to compare, but does this give a better look around things like wire triggers and such as opposed to cutting a hole in the playfield image like I normally do?
ooh, and does it fix the reflection issue over those.. that would be a huge benefit. so, can I import the obj for say my drop target bank hole and use that to cut the hole in the playfield? I would think that would work.. maybe.
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April 8, 2019 at 1:39 pm #123378or actually I guess if I place all those hole primitives in vpx and export them with the playfield.. do the cut that way?, may have to adjust Z on them to intersect
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April 8, 2019 at 1:52 pm #123379Huh. Mind reading going on ? Only yesterday I though to myself that I wish that someone would make a tutorial on this and today I see this. Thank you so much Bord. Now, prepare youself for stupid questions Â
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April 8, 2019 at 1:53 pm #123380so I haven’t been able to compare, but does this give a better look around things like wire triggers and such as opposed to cutting a hole in the playfield image like I normally do?
ooh, and does it fix the reflection issue over those.. that would be a huge benefit. so, can I import the obj for say my drop target bank hole and use that to cut the hole in the playfield? I would think that would work.. maybe.
Haven’t paid attention to the looks of the hole itself, but it does seem to eliminate reflections, which is a huge plus.
You can definitely use your PF holes (or even walls) as your mesh for cutting away the PF in Blender. Sometimes the UV that maps the PF image onto the mesh gets messed up when you cut too many holes. I can add to the tutorial eventually to include how to remap the image properly.
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April 8, 2019 at 2:07 pm #123383hmm, it doesn’t seem to be cutting the hole using the hole meshes, must be missing something
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April 8, 2019 at 2:13 pm #123384I think my hole not being solid may be the issue?
here is my blender file, the playfield mesh already had the tapered kick holes and the shooter lane, I exported with the other holes, raised them up to make sure they intersected. first tried combining all my holes via ctrl-J to just do the cut once, and also tried individual, but doesn’t seem to work right.
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April 8, 2019 at 3:14 pm #123391Thats how I’ve been doing it.. add all my objects in VP that I want to be holes, then export. Depending on the object, you may need to “remove doubles” Then you can add a “Boolean” (difference) modifier to the playfield for each object (maybe all combined).. that could create all the holes.. then just triangulate everything and export it back into VP.  I’ve also had good luck extruding the holes and adding a bevel. And yeah, it fixes the reflections issue.
I’ve been meaning to put together a tutorial too, just been cramped on time to put it all together..
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April 8, 2019 at 3:42 pm #123398ok, started over, it appears the remove doubles took care of my issue. thanks! i did combine all the objects just to simplify it.
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April 8, 2019 at 3:53 pm #123399i now have a playfield with the holes cut in it, no more cutting holes from the image (trade photoshop work for blender work), I also have a tapered shooter lane and tapered kick holes, but I had done that part in fusion 360 (exported to stl, import to blender to convert to obj, may have to figure out that part in blender as well). thanks for the great tutorial @bord and the help @cyberpez
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April 8, 2019 at 4:46 pm #123413Nice tutorial bord??
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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April 8, 2019 at 5:30 pm #123417A little more details and maybe I could follow
Knew a tiny bit of blender a while ago. Guess I have to start all over again
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April 8, 2019 at 5:51 pm #123422A little more details and maybe I could follow
Knew a tiny bit of blender a while ago. Guess I have to start all over again
Not sure what I can add to this part of the process but I can pad out the front end to include details for importing your table into Blender.
Should probably do a version for Blender 2.8 eventually.
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May 13, 2019 at 7:51 am #128125In the interest of further muddying the waters, here is a 6 minute screen capture of doing the same thing but in Blender 2.8. I’ll do one of these with narration at some point to help slow things down a bit.
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May 13, 2019 at 12:00 pm #128155what I do is create a table in FP and then import that table to blender, that way I can create the holes, playfield and other objects to import into VPX.Â
As mentioned above, the bad thing about the playfield is that the other objects do not have reflections.
At the Sonic table until the last moment before releasing it I had primitive playfield but I decided to remove it for that little detail.
"Learning without thought is vain, thought without learning is dangerous." (Confucius)
"Aprender sin pensar es inĂştil, pensar sin aprender es peligroso". (Confucio)
Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.https://paypal.me/javier1515?locale.x=es_XC
"Learning without thought is vain, thought without learning is dangerous." (Confucius)
"Aprender sin pensar es inĂştil, pensar sin aprender es peligroso". (Confucio)
Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.https://paypal.me/javier1515?locale.x=es_XC
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May 13, 2019 at 12:03 pm #128156As mentioned above, the bad thing about the playfield is that the other objects do not have reflections. At the Sonic table until the last moment before releasing it I had primitive playfield but I decided to remove it for that little detail.
With 10.6 you can have a mesh playfield w/ reflections. It has been one of the best recent VP features, IMO.
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May 13, 2019 at 12:07 pm #128158Thanks you very much @Bord. Currently on a small laptop and it is very hard to follow what you are doing. Expect it to be much easier when I get on a larger screen. If I can’t figure it out, be prepared to get nagged about that promised narrated version. Easy to see that you know your way around this program
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May 13, 2019 at 12:09 pm #128178As mentioned above, the bad thing about the playfield is that the other objects do not have reflections. At the Sonic table until the last moment before releasing it I had primitive playfield but I decided to remove it for that little detail.
With 10.6 you can have a mesh playfield w/ reflections. It has been one of the best recent VP features, IMO.
LolÂ
I have overlooked and I have not seen it jajja
ok i’m going to see that and forget what i said earlierÂ
"Learning without thought is vain, thought without learning is dangerous." (Confucius)
"Aprender sin pensar es inĂştil, pensar sin aprender es peligroso". (Confucio)
Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.https://paypal.me/javier1515?locale.x=es_XC
"Learning without thought is vain, thought without learning is dangerous." (Confucius)
"Aprender sin pensar es inĂştil, pensar sin aprender es peligroso". (Confucio)
Please, if you can help me with a small contribution to update my work team and continue to make more tables I will be eternally grateful.https://paypal.me/javier1515?locale.x=es_XC
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May 13, 2019 at 3:18 pm #128222Nice. If anyone care’s it’s pretty much the same in 3ds max, except in max it’s the ‘pro boolean’ tool.
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