Collision mesh: Difference between revisions
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[[Image:Collisionmesh jointed.jpg|right|150px|A jointed collision mesh (yellow wireframes)]] | [[Image:Collisionmesh jointed.jpg|right|150px|A jointed collision mesh (yellow wireframes)]] | ||
A '''collision mesh''' | A '''collision mesh''' is a [[cheap]] 3D mesh used by [[VPhysics]]. It is sometimes called a '''collision model''' as it becomes a discrete object when loaded into the engine, but as far as creating [[model]]s is concerned it is a [[vertex]] mesh more or less like any other. | ||
Collision meshes are invisible, and should be extremely low-detail compared to the model's visible components (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! | |||
* | == Caveats == | ||
*Unlike | |||
* Collision meshes must be [[Wikipedia:Convex set|convex]]. To create an accurate collision mesh for a concave model create multiple, '''separate''' convex objects, intersecting them if necessary. | |||
* Unlike a [[reference mesh]], a collision mesh must be solid on all sides. Errors similar to "WARNING: Model has 2-dimensional geometry" mean there is a missing face somewhere. {{tip|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 == | == See also == | ||
* [[$collisionmodel]] - [[QC command]] for collision meshes ''without'' moving parts | |||
*[[$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 | * [[VPhysics]] | ||
*[http://www.wallworm.com/smdcollisionmodel.html SMD Collisionmodel Prep 3DS Max Tool Version 1.0] | * [[Physics and Ragdolls]] | ||
* [http://www.wallworm.com/smdcollisionmodel.html SMD Collisionmodel Prep 3DS Max Tool Version 1.0] | |||
{{otherlang:en}} | {{otherlang:en}} | ||
{{otherlang:en:ru|Collision_model:ru}} | {{otherlang:en:ru|Collision_model:ru}} | ||
[[Category:Modeling]] | [[Category:Modeling]] | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 07:02, 13 June 2009
A collision mesh is a cheap 3D mesh used by VPhysics. It is sometimes called a collision model as it becomes a discrete object when loaded into the engine, but as far as creating models is concerned it is a vertex mesh more or less like any other.
Collision meshes are invisible, and should be extremely low-detail compared to the model's visible components (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!
Caveats
- Collision meshes must be convex. To create an accurate collision mesh for a concave model create multiple, separate convex objects, intersecting them if necessary.
- Unlike a reference mesh, a collision mesh must be solid on all sides. Errors similar to "WARNING: Model has 2-dimensional geometry" mean there is a missing face somewhere.
Tip: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
- $collisionmodel - QC command for collision meshes without moving parts
- $collisionjoints - QC command for collision meshes with moving parts
- VPhysics
- Physics and Ragdolls
- SMD Collisionmodel Prep 3DS Max Tool Version 1.0