 |

Building
the Arena: 1. Ground Plane
· Open the scene file
in Maya containing
your robot:
· Create a nurbsPlane and scale it up to 40x40 units in X and Z
· Change the makeNurbsPlane1 patchesU and patchesV
attributes to 10.
This will allow you to add warps and bumps to the ground plane later.
· Rename the plane to arenaGroundPlane and
make it a passive rigidBody.
2. Arena Border
We are going to create the border using a
torus primitive. This will give us a nice closed solid geometry very easily.
· Create a polygonal torus primitive: Create>Polygon
Primitives>Torus
· Select the polyTorus1 node from the ChannelBox, change the subdivisionAxis
and
subdivisionHeight to 4. Set the radius to
28.42, the sectionRadius to 0.2,
and the twist to 45.0.
· Scale the torus up to 3.556 in Y and translate it up in Y by 0.5, and set
rotateY to 45.0.
· Rename the torus to arenaBorder
· Group the arenaGroundPlane and arenaBorder and rename the parent node to ARENA.
· Delete the history on all the geometry and freeze the transforms:
Modify>Freeze Transformations. Now
we have a geometry that is 1 unit tall
and scaled 1 in Y so now when we scale it in Y that number will
correspond to the actual
height of the object. In advanced MelBotWars the height will be scaled to 0.6
in Y.
(you can set it to 1 for beginner level testing).
3. Rigid Body Settings
Ground
Plane
· bounciness = 0.3
· static/dynamic friction = 0.5
· collision layer 0
· border 1 unit tall, bounciness = 0.6
Border
· bounciness = 0.6
· static/dynamic friction = 0.5
· collision layer = 0
Lastly add gravity to the scene for MelBots to connect with. Make sure it is called
gravityField1 with a magnitude of 32.0.
The opponents will start at X = 11, Z = -11 and X = -11, Z = 11 in opposing corners.
You can assign the included texture
arena_file.jpg to the ground plane, and arenaBorder_file.jpg to the border with a repeatU
of 4.
Click on the image below to download the Siggraph 2002 version of the Arena
ground plane painted by Ron Woodall:

© Copyright 2002 Habib Zargarpour
|
 |