$collisionjoints: Difference between revisions
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Tip:Use
Tip:If your model has no moving parts that need to collide, use
Warning:Collision meshes should be extremely low-poly in comparison to reference meshes, and even lod meshes. See collision mesh.
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The [[QC command]] <code>[[$collisionjoints]]</code> is used to | The [[QC command]] <code>[[$collisionjoints]]</code> is used to define a [[jointed collision model]] for a ragdoll. A jointed collision model is used by [[VPhysics]] to detect collisions and animate the model's Skeleton accordingly. The main parameter is the name of the [[physbox.smd]] or [[ragdoll.smd]] file containing this model's skeletal and collision geometry. The [[Rigging]] parameters configure the way the skeletal joints respond to Vphysics forces. <!--It's most often used for ragdolls, but also works with canned animations. //AFAIK sequence-animating models cannot(?) use vphysics collision detection - they use IKrules and entity-defined-hulls.--> | ||
{{tip|Use <code>vcollide_wireframe 1</code> to view collision meshes in-game.}} | {{tip|Use <code>vcollide_wireframe 1</code> to view collision meshes in-game.}} | ||
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== See also == | == See also == | ||
*[[$weightlist]] | |||
*[[VPhysics]] | *[[VPhysics]] | ||
*[[Physics and Ragdolls]] | *[[Physics and Ragdolls]] |
Revision as of 13:16, 4 May 2008
The QC command $collisionjoints
is used to define a jointed collision model for a ragdoll. A jointed collision model is used by VPhysics to detect collisions and animate the model's Skeleton accordingly. The main parameter is the name of the physbox.smd or ragdoll.smd file containing this model's skeletal and collision geometry. The Rigging parameters configure the way the skeletal joints respond to Vphysics forces.

vcollide_wireframe 1
to view collision meshes in-game.
$collisionmodel
.
Syntax
$collisionjoints <collision mesh SMD> { <options> }
Options
- All
$collisionmodel
options, except$concave
- This type of collision mesh is always concave...otherwise how could it be animated?
- $rootbone <string|bone>
- Overrides the SMD's root bone.
- Todo: Purpose.
- $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 <int|scale>
- Per-bone
$inertia
. $jointdamping <int|scale>
- Per-bone
$damping
. $jointrotdamping <int|scale>
- Per-bone
$rotdamping
. $jointmassbias <string|bone> <float|bias>
- Mass is automatically distributed by volume, this lets you bias it per-bone.
- Todo: Difference from a $weightlist.
$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 <animation_name?>
- 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 }