$collisionmodel: Difference between revisions

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The [[QC command]] <code>[[$collisionmodel]]</code> is used to embed a non-animated [[collision mesh]] in a model, for use in [[VPhysics]] calculations.
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{{note|If your model has moving parts that may affect collisions, such as ragdoll limbs, use <code>[[$collisionjoints]]</code> instead.}}
The [[QC command]] <code>[[$collisionmodel]]</code> is used to embed a static [[collision mesh]] in a model, for use in [[VPhysics]] calculations. Animated models (including one that will become ragdolls) should use <code>[[$collisionjoints]]</code> instead.


{{note|Collision meshes should be extremely lo-poly in comparison to [[reference mesh]]es, and even [[lod mesh]]es. See [[collision mesh]].}}
{{warning|Collision meshes should have extremely few polygons. See [[Collision mesh]] for examples.}}


{{tip|Set the Console Variable <code>vcollide_wireframe 1</code> to view collision meshes in-game.}}
{{tip|Set the Console Variable <code>vcollide_wireframe 1</code> to view collision meshes in-game.}}
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== Syntax ==
== Syntax ==


  [[$collisionmodel]] "<collision mesh SMD>.smd"
  $collisionmodel <collision mesh [[Studiomdl Data|SMD]]>
  {
  {
    <options>
<options>
  }
  }



Revision as of 07:31, 7 January 2009

The QC command $collisionmodel is used to embed a static collision mesh in a model, for use in VPhysics calculations. Animated models (including one that will become ragdolls) should use $collisionjoints instead.

Warning.pngWarning:Collision meshes should have extremely few polygons. See Collision mesh for examples.
Tip.pngTip:Set the Console Variable vcollide_wireframe 1 to view collision meshes in-game.

Syntax

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

Options

$mass <float|kilograms>
Manually set the mass of the model, in kilograms.
Tip.pngTip:By default, the Player can +USE pick up 35KG max. The gravgun can pick up 250KG max.
$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, studiomdl will generate a single convex hull by 'shrinkwrapping' any concavities. You can create a concave hull by including multiple convex shapes (potentially overlapping) in your SMD and passing this command.
$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 if you are creating an unusually large model.
Note.pngNote:Introduced with the Orange Box. In the Ep1 engine, run studiomdl with -fullcollide 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