$collisionmodel
		
		
		
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The QC command $collisionmodel is used to embed a non-animated collision mesh in a model, for use in VPhysics calculations.
 Note:If your model has moving parts that may affect collisions, such as ragdoll limbs, use
Note:If your model has moving parts that may affect collisions, such as ragdoll limbs, use $collisionjoints instead. Note:Collision meshes should be extremely lo-poly in comparison to reference meshes, and even lod meshes. See collision mesh.
Note:Collision meshes should be extremely lo-poly in comparison to reference meshes, and even lod meshes. See collision mesh. Tip:Set the Console Variable
Tip: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 $concavewill 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:Introduced with the Orange Box. In the Ep1 engine, run StudioMDL with
Note: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.
- $jointskip
- 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)
- $jointmerge
- Merges the vertex assignments for two joints.
- $rootbone
- The parent-most bone that actually has collision geometry.
- $jointconstrain
- The limits of the joint's movement.
- $jointinertia
- Like $inertia, but per-bone.
- $jointdamping
- Like $damping, but per-bone.
- $jointrotdamping
- Like $rotdamping, but per-bone.
- $jointmassbias
- Mass is automatically distributed by volume, this lets you bias it per-bone.
- $noselfcollisions
- Turns off all collisions between bones in this model, usually for perf.
- $jointcollide
- If any $jointcollidepairs are specified, only those joints collide with each other.
- $animatedfriction
- Used to animate the amount of friction on joints over time.
Example
$collisionmodel "tree_deciduous_01a_physbox.smd"
{
	$mass 350.0
	$concave
}