Collision mesh: Difference between revisions
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*[[$collisionjoints]] - QC command for collision meshes ''with'' moving parts | *[[$collisionjoints]] - QC command for collision meshes ''with'' moving parts | ||
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{{otherlang:en:ru|Collision_model:ru}} | |||
[[Category:Modeling]] | [[Category:Modeling]] | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 14:01, 20 October 2008
A collision mesh (sometimes collision model, though it is actually only ever a component of a model) is a cheap 3D mesh used by Source to calculate VPhysics collisions.
A collision mesh is not visually represented to the player, and should be extremely low-detail compared to any reference or LOD meshes - see the images to the right for two examples. The lack of precision will not be noticed, except in that it doesn't grind the simulation to a halt!
There is one major restriction with collision meshes: like brushes, they must be convex. Multiple collision meshes can be used in the same model however, so this is rarely if ever an insurmountable problem.
See also
- Physics and Ragdolls
- $collisionmodel - QC command for collision meshes without moving parts
- $collisionjoints - QC command for collision meshes with moving parts