$collisionjoints: Difference between revisions
Jump to navigation
Jump to search
Tip:Use
Tip:If your model has no moving parts that need to collide, use
Note:Collision meshes should be extremely low-poly in comparison to reference meshes, and even lod meshes. See collision mesh.
m (→Options: modified $animatedfriction based on in-the-wild examples) |
(It's not a warning it's just info.) |
||
Line 5: | Line 5: | ||
{{tip|If your model has no moving parts that need to collide, use <code>[[$collisionmodel]]</code>.}} | {{tip|If your model has no moving parts that need to collide, use <code>[[$collisionmodel]]</code>.}} | ||
{{ | {{note|Collision meshes should be extremely low-poly in comparison to [[reference mesh]]es, and even [[lod mesh]]es. See [[collision mesh]].}} | ||
== Syntax == | == Syntax == |
Revision as of 16:41, 7 October 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 <string|bone> <float|scale>
- Per-bone
$inertia
. $jointdamping <string|bone> <float|scale>
- Per-bone
$damping
. $jointrotdamping <string|bone> <float|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 <float|?> <float|?> <float|?> <float|?> <float|?>
- 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 }