$collisionmodel: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
Line 26: Line 26:
:By default, studiomdl limits a concave collision model to twenty convex pieces. This command can be used to override the limit - for instance if you are creating an unusually large model.
:By default, studiomdl limits a concave collision model to twenty convex pieces. This command can be used to override the limit - for instance if you are creating an unusually large model.
:{{note|Introduced with the Orange Box. In the Ep1 engine, run studiomdl with <code>-fullcollide</code> when compiling instead.}}
:{{note|Introduced with the Orange Box. In the Ep1 engine, run studiomdl with <code>-fullcollide</code> when compiling instead.}}
; <code>$masscenter <X Y Z offset?></code>
; <code>$masscenter <[[Vector]]|offset></code>
: Override the center of mass, in local coords.  
: Override the center of mass, in local coords.  
; <code>$inertia <scale?></code>
; <code>$inertia <[[int]]|scale></code>
: Inertia scale.
: Inertia scale.
; <code>$damping <scale?></code>
; <code>$damping <[[int]]|scale></code>
: Linear damping scale.  
: Linear damping scale.  
; <code>$rotdamping <scale?></code>
; <code>$rotdamping <[[int]]|scale></code>
: Rotational damping scale.
: Rotational damping scale.
; <code>$drag <scale?></code>
; <code>$drag <[[int]]|scale></code>
: Scales air resistance.
: Scales air resistance.



Revision as of 10:35, 27 April 2008

The QC command $collisionmodel is used to embed a non-animated collision mesh in a model, for use in VPhysics calculations.

Tip.pngTip:Use vcollide_wireframe 1 to view collision meshes in-game.
Tip.pngTip:If your model has moving parts that need to collide, including ragdoll limbs, use $collisionjoints.
Warning.pngWarning:Collision meshes should be extremely low-poly in comparison to body meshes, and even lod meshes. See collision mesh.

Usage

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

Options

$mass <float|kilograms>
Manually set the mass of the model.
Todo: Presumably this has some use outside physics simulation?
$automass
Automatically compute the mass of the model. The calculation takes into account the density/thickness of the material defined by $surfaceprop and/or prop_data, as well as the volume of the collision SMD itself.
$concave
A collision model must be a convex shape, but you can create concave shapes by including multiple meshes in the same model. $concave tells studiomdl that this is what you want it to do, rather than make a single convex hull by bridging any gaps.
$maxconvexpieces <int>
By default, studiomdl limits a concave collision model to twenty convex pieces. This command can be used to override the limit - for instance if you are creating an unusually large model.
Note.pngNote:Introduced with the Orange Box. In the Ep1 engine, run studiomdl with -fullcollide when compiling instead.
$masscenter <Vector|offset>
Override the center of mass, in local coords.
$inertia <int|scale>
Inertia scale.
$damping <int|scale>
Linear damping scale.
$rotdamping <int|scale>
Rotational damping scale.
$drag <int|scale>
Scales air resistance.

Example

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

See also