$collisionjoints: Difference between revisions
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Tip:Use
Warning:Each convex part will produce a phys_bone_follower entity, potentially using up large parts of the entity count. Using this for models that are to be repeated many times isn't a good idea!
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{{tip|Use <code>vcollide_wireframe 1</code> to view collision meshes in-game.}} | {{tip|Use <code>vcollide_wireframe 1</code> to view collision meshes in-game.}} | ||
{{warning|Each convex part will produce a [[phys_bone_follower]] entity, potentially using up large parts of the entity count. Using this for models that are to be repeated many times isn't a good idea!}} | |||
== Syntax == | == Syntax == |
Revision as of 01:27, 9 September 2019
The QC command $collisionjoints
is used to define a collision mesh made up of multiple independent parts, either for a ragdoll or for an animated object. If your model has no moving parts that need to collide, use $collisionmodel
instead.
A ragdoll can have up to 32 separate parts (i.e. 32 bones can be simulated, 24 on older versions of source). The limit for an animated model is 99 separate parts.

vcollide_wireframe 1
to view collision meshes in-game.
Syntax
$collisionjoints <collision mesh SMD/DMX> { <options> }
Options
- All
$collisionmodel
options, except$concave
Confirm:Is $masscenter allowed?
- $concaveperjoint
- Permit concave collision geometry for individual bones.
- $rootbone <string|bone>
- Overrides the collision mesh's root bone.
- $jointskip <string|bone>
- Eliminates a joint in the skeleton that you don't want to use in collisions.
$jointmerge <string|bone1> <string|bone2>
- Merges the vertex assignments for two joints.
$jointconstrain <string|bone> <axis> <allow_option> <min_angle> <max_angle> <friction>
- Limits of the a bone's movement relative to its parent bone. See $jointconstrain for a full description.
$jointinertia <string|bone> <float|scale>
- Per-bone
$inertia
. $jointdamping <string|bone> <float|scale>
- Per-bone
$damping
. $jointrotdamping <string|bone> <float|scale>
- Per-bone
$rotdamping
. $jointmassbias <string|bone> <float|bias>
- Mass is automatically distributed by volume, this lets you bias it per-bone.
$noselfcollisions
- Disables collisions between bones in the same collision model for performance.
Warning:Results in arms clipping through torsos and other weirdness if used improperly!
$jointcollide <string|bone1> <string|bone2>
- If any
$jointcollide
pairs are specified, only those joints collide with each other. $animatedfriction <float|FrictionTimeIn> <float|FrictionTimeOut> <float|FrictionTimeHold> <float|MinAnimatedFriction> <float|MaxAnimatedFriction>
- Used to animate the amount of friction on joints over time.
Example
$collisionjoints "bip01_phys.smd"
{
$mass 115.0
$inertia 2.00
$damping 0.01
$rotdamping 0.40
$rootbone "bip01_pelvis"
$jointmerge "bip01_pelvis" "bip01_spine"
$jointmassbias "bip01_l_arm2" 2.00
$jointconstrain "bip01_l_arm2" x limit 0.00 0.00 0.00
$jointconstrain "bip01_l_arm2" y limit 0.00 0.00 0.00
$jointconstrain "bip01_l_arm2" z limit -120.00 4.00 0.20
$jointrotdamping "bip01_head" 5.00
$jointconstrain "bip01_head" x limit -20.00 20.00 0.00
$jointconstrain "bip01_head" y limit -25.00 25.00 0.04
$jointconstrain "bip01_head" z limit -13.00 30.00 0.04
}