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 Warning:Collision meshes should have extremely few polygons. See Collision mesh for examples.
Warning:Collision meshes should have extremely few polygons. See Collision mesh for examples.
 Note:For collision meshes modeled in
Note:For collision meshes modeled in  Blender or
 Blender or  Softimage Mod Tool, ensure that none of the edges are marked as hard/sharp. Hard/sharp edges generate errors in the physbox model.
 Softimage Mod Tool, ensure that none of the edges are marked as hard/sharp. Hard/sharp edges generate errors in the physbox model.
 Tip:Set the Console Variable
Tip:Set the Console Variable 
 Note: Missing parameters for some options
Note: Missing parameters for some options
		
	
| m (Multipage removal) | m (Nesciuse moved page $collisionmodel/en to $collisionmodel without leaving a redirect: Move en subpage to basepage) | 
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Revision as of 03:08, 12 July 2024

 
$collisionmodel  is a   QC command  available in all  Source games.
 Source games.
It is used to embed a static collision mesh in a model for use in VPhysics calculations. Animated models (including ones that will become ragdolls) should use $collisionjoints instead.
 Warning:Collision meshes should have extremely few polygons. See Collision mesh for examples.
Warning:Collision meshes should have extremely few polygons. See Collision mesh for examples. Note:For collision meshes modeled in
Note:For collision meshes modeled in  Blender or
 Blender or  Softimage Mod Tool, ensure that none of the edges are marked as hard/sharp. Hard/sharp edges generate errors in the physbox model.
 Softimage Mod Tool, ensure that none of the edges are marked as hard/sharp. Hard/sharp edges generate errors in the physbox model. Tip:Set the Console Variable
Tip:Set the Console Variable vcollide_wireframe 1 to view collision meshes in-game.Syntax
$collisionmodel <collision mesh SMD/DMX> { <options> }
Options
 Note: Missing parameters for some options
Note: Missing parameters for some options
- $mass <float|kilograms>
- Manually set the mass of the model, in kilograms.  Tip: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. Tip: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 ) )
- 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 a Costly collision model.  Note:Introduced with the Orange Box. In the Ep1 engine, run studiomdl with Note:Introduced with the Orange Box. In the Ep1 engine, run studiomdl with-fullcollideinstead. Warning:Going past a hundred or so pieces may begin to create server lag when multiple objects are touching the model. Warning:Going past a hundred or so pieces may begin to create server lag when multiple objects are touching the model.
- $masscenter <vector|offset>
- Override the center of mass, in local coords.
- $inertia <normal>
- Inertia scale. Lower values make the physics model fall 'harder'.
- $damping <float>
- Linear damping scale.
- $rotdamping <float>
- Rotational damping scale.  Warning: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. Warning: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. Essentially a more subtle version of $damping.
- $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.
- $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 ) )
- 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! Note:It must be formatted EXACTLY like this!
- $remove2d
- Used to remove flat shaded faces. Off by default.
- $weldposition <float>
- The amount of distance tolerance to use when trying to merge vertices of separate concave pieces in order to create a single concave piece.
- $weldnormal <float>
- The amount of tolerance to check if the vertice normal is similar enough to consider merging to a unique vertice. Used in conjunction with $weldposition.
- $assumeworldspace
- Assumes the joints are positioned in world space.
Example
$collisionmodel "tree_deciduous_01a_physbox.smd"
{
	$mass 350.0
	$concave
}
























