$collisionmodel: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (→‎Options: link)
(→‎Options: incorrect addition)
Line 43: Line 43:
; <code>$drag <[[float]]|scale></code>
; <code>$drag <[[float]]|scale></code>
: Scales air resistance.
: Scales air resistance.
;<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>$rootbone</code>
: The parent-most bone that actually has collision geometry.
;<code>[[$jointconstrain]]</code>
: The limits of the joint's movement.
;<code>$jointinertia</code>
: Like <code>$inertia</code>, but per-bone.
;<code>$jointdamping</code>
: Like <code>$damping</code>, but per-bone.
;<code>$jointrotdamping</code>
: Like <code>$rotdamping</code>, but per-bone.
;<code>$jointmassbias</code>
: Mass is automatically distributed by volume, this lets you bias it per-bone.
;<code>$noselfcollisions</code>
: Turns off all collisions between bones in this model, usually for perf.
;<code>$jointcollide</code>
: If any <code>$jointcollide</code> pairs are specified, only those joints collide with each other.
;<code>$animatedfriction</code>
: Used to animate the amount of friction on joints over time.


== Example ==
== Example ==

Revision as of 17:51, 28 April 2008

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

Note.pngNote:If your model has moving parts that may affect collisions, such as ragdoll limbs, use $collisionjoints instead.
Note.pngNote:Collision meshes should be extremely lo-poly in comparison to reference meshes, and even lod meshes. See collision mesh.
Tip.pngTip:Set the Console Variable vcollide_wireframe 1 to view collision meshes in-game.

Syntax

$collisionmodel "<collision mesh SMD>.smd"
{
    <options>
}

Options

$mass <float|kilograms>
Manually set the mass of the model, in kilograms.
$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, the model compiler will generate a single convex hull by bridging any concavities in a collision SMD. You can create a concave hull by including multiple, overlapping convex meshes in your SMD, and adding the $concave will preserve concavities by using multiple convex pieces. The resulting hull structure is a bit like a rigid ragdoll.
$maxconvexpieces <int>
By default, the model compiler 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 <float|scale>
Inertia scale.
$damping <float|scale>
Linear damping scale.
$rotdamping <float|scale>
Rotational damping scale.
$drag <float|scale>
Scales air resistance.

Example

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

See also