Collision mesh: Difference between revisions

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(that is only relevant when working in 3DS Max)
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*[[$collisionmodel]] - [[QC command]] for collision meshes ''without'' moving parts
*[[$collisionmodel]] - [[QC command]] for collision meshes ''without'' moving parts
*[[$collisionjoints]] - QC command for collision meshes ''with'' moving parts
*[[$collisionjoints]] - QC command for collision meshes ''with'' moving parts
*[http://www.wallworm.com/smdcollisionmodel.html SMD Collisionmodel Prep 3DS Max Tool Version 1.0]


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Revision as of 06:27, 13 May 2009

A static collision mesh (red wireframe)
A jointed collision mesh (yellow wireframes)

A collision mesh (sometimes collision model, though it is actually only ever a component of a model) is a cheap 3D mesh used by Source to calculate VPhysics collisions.

A collision mesh is not visually represented to the player, and should be extremely low-detail compared to any reference or LOD meshes - see the images to the right for two examples. The lack of precision will not be noticed, except in that it doesn't grind the simulation to a halt!

  • In order to create an accurate collision mesh for a complex concave model, you need to create several individual convex objects. If they are not separated into multiple objects, the engine will treat them as one convex mesh.
  • Unlike the reference mesh, the collision mesh must be solid on all sides. Errors similar to WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! mean there is a missing face somewhere.
    • This can happen if two convex objects become merged; in 3DS Max ensure you have applied at least one smoothing group before exporting.

See also

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