Collision mesh: Difference between revisions
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TomEdwards (talk | contribs) (that is only relevant when working in 3DS Max) |
Shawnolson (talk | contribs) |
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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] | |||
{{otherlang:en}} | {{otherlang:en}} |
Revision as of 06:27, 13 May 2009
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
- Physics and Ragdolls
- $collisionmodel - QC command for collision meshes without moving parts
- $collisionjoints - QC command for collision meshes with moving parts
- SMD Collisionmodel Prep 3DS Max Tool Version 1.0