$collisionmodel: Difference between revisions

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(→‎Options: Merged options from QC commands page)
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== Options ==
== Options ==
{{stub}}
{{Note | Missing parameters for some options}}


; <code>$mass <[[float]]|kilograms></code>
; <code>$mass <[[float]]|kilograms></code>
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; <code>$drag <[[normal]]></code>
; <code>$drag <[[normal]]></code>
: Scales air resistance.
: Scales air resistance.
; <code>$addconvexsrc <[[file]]> "offset pos[ <[[float]]> <[[float]]> <[[float]]> ] angle[ <[[float]]> <[[float]]> <[[float]]> ] scale[ <[[float]]> ] concave"</code> {{Csgo}}
; <code>$jointskip</code>
: Rarely used. Eliminates a joint in the collision model that you don't want to use. (i.e. if you were using a render model as a ragdoll, and it has bones you don't want).
; <code>$jointmerge</code>
: Merges the vertex assignments for two joints.
; <code>$jointinertia</code>
: Like $inertia, but per-bone.
; <code>$jointdamping</code>
: Like $damping, but per-bone.
; <code>$jointmassbias</code>
: Mass is automatically distributed by volume, this lets you bias it per-bone.
; <code>$jointrotdamping</code>
: Like $rotdamping, but per-bone.
; <code>$jointcollide</code>
: If any $jointcollide pairs are specified, only those joints collide with each other.
; <code>[[$jointconstrain]]</code>
: The limits of the joint's movement.
; <code>$rootbone</code>
: The parent-most bone that actually has collision geometry.
; <code>$noselfcollisions</code>
: Turns off all collisions between bones in this model, usually for performance.
; <code>$animatedfriction</code>
: Used to animate the amount of friction on joints over time.
; <code>$addconvexsrc <[[file]]> "offset pos[ <[[float]]> <[[float]]> <[[float]]> ] angle[ <[[float]]> <[[float]]> <[[float]]> ] scale[ <[[float]]> ] concave"</code> {{{1|}}}{{#if: {{{1|}}} | &nbsp; }}{{only|{{csgo}}}}
: Adds a convex model onto the collision model with the specified position, angle, and scale. The "concave" option is optional. {{Note|It must be formatted EXACTLY like this!}}
: Adds a convex model onto the collision model with the specified position, angle, and scale. The "concave" option is optional. {{Note|It must be formatted EXACTLY like this!}}



Revision as of 05:33, 7 November 2020

The QC command $collisionmodel is used to embed a static collision mesh in a model, for use in VPhysics calculations. Animated models (including one that will become ragdolls) should use $collisionjoints instead.

Warning.pngWarning:Collision meshes should have extremely few polygons. See Collision mesh for examples.
Warning.pngWarning:Concave collision meshes should not have meshes overlapping.
Note.pngNote:For collision meshes modeled in XSI ModTool, ensure that none of the edges are marked as hard edges. Hard edges generate errors in the physbox model.
Tip.pngTip:Set the Console Variable vcollide_wireframe 1 to view collision meshes in-game.

Syntax

$collisionmodel	<collision mesh SMD/DMX>
{
	<options>
}

Options

Stub

This article or section is a stub. You can help by expanding it.

Note.pngNote: Missing parameters for some options


$mass <float|kilograms>
Manually set the mass of the model, in kilograms.
Tip.pngTip:By default, the Player can +USE pick up 35KG max. The gravgun can pick up 250KG max. The portal gun can pick up 85KG max.
$automass
Calculate the mass of the model based on the volume of the collision model and the material defined in its prop_data.
$concave
By default, studiomdl will generate a single convex hull by 'shrinkwrapping' any concavities. You can create a concave hull by including multiple convex shapes (potentially overlapping) in your collision model, smoothing the hulls’ shading, and passing this command.
$maxconvexpieces <int> (in all games since Half-Life 2: Episode Two)
By default, the model compiler limits a concave collision model to twenty convex pieces. This command can be used to override the limit if you are creating an Costly collision model.
Note.pngNote:Introduced with the Orange Box. In the Ep1 engine, run studiomdl with -fullcollide instead.
$masscenter <vector|offset>
Override the center of mass, in local coords.
$inertia <normal>
Inertia scale.
$damping <float>
Linear damping scale.
$rotdamping <float>
Rotational damping scale.
Warning.pngWarning:This affects the pull of gravity on the model and if abused can make it appear to float gently through the air. Valve recommends using "friction" instead.
$drag <normal>
Scales air resistance.
$jointskip
Rarely used. Eliminates a joint in the collision model that you don't want to use. (i.e. if you were using a render model as a ragdoll, and it has bones you don't want).
$jointmerge
Merges the vertex assignments for two joints.
$jointinertia
Like $inertia, but per-bone.
$jointdamping
Like $damping, but per-bone.
$jointmassbias
Mass is automatically distributed by volume, this lets you bias it per-bone.
$jointrotdamping
Like $rotdamping, but per-bone.
$jointcollide
If any $jointcollide pairs are specified, only those joints collide with each other.
$jointconstrain
The limits of the joint's movement.
$rootbone
The parent-most bone that actually has collision geometry.
$noselfcollisions
Turns off all collisions between bones in this model, usually for performance.
$animatedfriction
Used to animate the amount of friction on joints over time.
$addconvexsrc <file> "offset pos[ <float> <float> <float> ] angle[ <float> <float> <float> ] scale[ <float> ] concave" (only in Counter-Strike: Global Offensive)
Adds a convex model onto the collision model with the specified position, angle, and scale. The "concave" option is optional.
Note.pngNote:It must be formatted EXACTLY like this!

Example

$collisionmodel "tree_deciduous_01a_physbox.smd"
{
	$mass 350.0
	$concave
}

See also