$collisionmodel

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

Warning.png Warning: Collision meshes should have extremely few polygons. See Collision mesh for examples.
Warning.png Warning: Concave collision meshes should not have meshes overlapping.
Note.png Note: For collision meshes modeled in XSI ModTool, ensure that none of the edges are marked as hard edges. Hard edges generate errors in the physbox model.
Tip.png Tip: Set the Console Variable vcollide_wireframe 1 to view collision meshes in-game.

Syntax

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

Options

Note.png Note:  Missing parameters for some options


$mass <float|kilograms>
Manually set the mass of the model, in kilograms.
Tip.png Tip: By default, the Player can +USE pick up 35KG max. The gravgun can pick up 250KG max. The portal gun can pick up 85KG 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 collision model, smoothing the hulls’ shading, and passing this command.
$maxconvexpieces <int> (in all games since Half-Life 2: Episode Two)
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 a Costly collision model.
Note.png Note: 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 <normal>
Inertia scale.
$damping <float>
Linear damping scale.
$rotdamping <float>
Rotational damping scale.
Warning.png Warning: This affects the pull of gravity on the model and if abused can make it appear to float gently through the air. Valve recommends using "friction" instead.
$drag <normal>
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.
$jointinertia
Like $inertia, but per-bone.
$jointdamping
Like $damping, but per-bone.
$jointmassbias
Mass is automatically distributed by volume, this lets you bias it per-bone.
$jointrotdamping
Like $rotdamping, but per-bone.
$jointcollide
If any $jointcollide pairs are specified, only those joints collide with each other.
$jointconstrain
The limits of the joint's movement.
$rootbone
The parent-most bone that actually has collision geometry.
$noselfcollisions
Turns off all collisions between bones in this model, usually for performance.
$animatedfriction
Used to animate the amount of friction on joints over time.
$addconvexsrc <file> "offset pos[ <float> <float> <float> ] angle[ <float> <float> <float> ] scale[ <float> ] concave" (only in Counter-Strike: Global Offensive)
Adds a convex model onto the collision model with the specified position, angle, and scale. The "concave" option is optional.
Note.png Note: It must be formatted EXACTLY like this!
$remove2d (only in Counter-Strike: Global Offensive)
Used to remove flat shaded faces. Off by default.
$weldposition <float> (only in Counter-Strike: Global Offensive)
The amount of distance tolerance to use when trying to merge vertices of separate concave pieces in order to create a single concave piece.
$weldnormal <float> (only in Counter-Strike: Global Offensive)
The amount of tolerance to check if the vertice normal is similar enough to consider merging to a unique vertice. Used in conjunction with $weldposition.
$assumeworldspace (only in Counter-Strike: Global Offensive)
Assumes the joints are positioned in world space.

Example

$collisionmodel "tree_deciduous_01a_physbox.smd"
{
	$mass 350.0
	$concave
}

See Also