This article relates to the game "Dota 2". Click here for more information.
This article relates to the workshop tools for "Dota 2". Click here for more information.
This article's documentation is for Source 2. Click here for more information.


From Valve Developer Community
Jump to: navigation, search

Meshes that represent the collision geometry of a model.


  • To toggle physics mesh display, select Display > Collision Geo.



  • Meshes are accessible via the outliner, and are found under the Physics Mesh List item.
  • Select a physics mesh item to edit in the Property Editor.

Data Structures

The vmdl physics mesh data looks like this:

CVphysicsMeshList m_physicsMeshList = CVphysicsMeshList
	CVphysicsMesh[] m_meshList = 
			string m_meshName = "sdk_static_prop_physics"
			string m_meshFile = "models/sdk_static_prop/fbx/sdk_static_prop_physics.fbx"
			bool m_bUseExactGeometry = false
			bool m_bAutoMass = true
			float m_flMassOverride = 100.000000
			bool m_bOneConvexPiece = true
			bool m_bConcavePerJoint = false
			bool m_bSelfCollisions = false
			bool m_bForceKinematic = false
			bool m_bIgnoreScale = false
			bool m_bIgnoreSkeleton = false


A list of CVphysicsMesh elements.

Note:A vmdl can have multiple physics meshes. Mesh groups and LOD groups will refer to these meshes by name.


The data description of a physics mesh.

Attribute Friendly Name Description Type Default Value
m_meshName Mesh Name The name of the mesh string
m_bUseExactGeometry Use Exact Geometry Do not convexify, instead use the exact geometry bool false
m_bAutoMass Auto Mass Calculate mass automatically bool true
m_flMassOverride Mass Override If automass is off, use this instead float 100.0
m_bOneConvexPiece One Convex Piece Convexify as one object, if off generate multiple convex hulls bool false
m_bConcavePerJoint Concave Per Joint Create hull per joint bool false
m_bSelfCollisions Self Collisions Collide with itself bool false
m_bForceKinematic Force Kinematic Force physics object to be kinematic bool false
m_bIgnoreScale Ignore Scale Ignore Scale bool false
m_bIgnoreSkeleton Ignore Skeleton Ignore Skeleton bool false
Note:Force Kinematic, Ignore Scale, and Ignore Skeleton are possibly outdated and will not have a result on the compiled mesh