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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.


$collisionmodel	<collision mesh SMD/DMX>


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.
Calculate the mass of the model based on the volume of the collision model and the material defined in its prop_data.
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.
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).
Merges the vertex assignments for two joints.
Like $inertia, but per-bone.
Like $damping, but per-bone.
Mass is automatically distributed by volume, this lets you bias it per-bone.
Like $rotdamping, but per-bone.
If any $jointcollide pairs are specified, only those joints collide with each other.
The limits of the joint's movement.
The parent-most bone that actually has collision geometry.
Turns off all collisions between bones in this model, usually for performance.
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.


$collisionmodel "tree_deciduous_01a_physbox.smd"
	$mass 350.0

See Also