Jump to content

Tempestuous Unity


Recommended Posts

You can never get too confident with Unity

I have been moving pretty fluidly from Blender to Unity working cylinder mods, cylinder to sphere merges, etc.

So this morning I was going to make a station connector. It essentially a fuel tank that has been repurposed to hang 12 structural panels that will enclose a factory (in this case the factory diameter is 8 meters but that is immaterial).

I wanted the connector to have a wall thickness of 0.125M and so I took a 0.625M 48gon {X,Y,Z} = 0,0,0 de-faced the N-gon and plopped a 0.5M 48-gon {X,Y,Z} = 0,0,0.

My thinking here is that as I upscaled the factory I could provide conduits in the factory wall for nauts to travel to the observation points or ports in the wall sides (this sounds strange but the walls begin vertical and curve into the RingConnector part, so the kerbals start out traveling XZ and end up traveling Y until they hit a port connector.)

So this is real simple in blender, I de-faced the interior N-gon, {X,Y,Z} went to Object mode and joined the two objects. I then connected the interior and exterior and material, texture, UVunwrap and paint. A few minutes of work. There were no normalization issues, an no other obvious issues. I going to try a few other things in blender like inversion

In blender everything looked great, In Unity only two forwardmost surfaces and the bottom face was visible, and as one change perspective on the ring, the back two surfaces would disappear.

It would be nice in Blender that if Unity is going to have a problem that Blender would give a 'heads up'. I need to get this working because I eventually want to create passageways in my factory walls for nauts. If Unity can't figure out a simple washer shape it has no hope of figuring out a passage in 1/24th Ovoid section.

Link to comment
Share on other sites

if you see backface as the part rotates then the normals are flipped. invert or flip the faces in blender should fix it, be a good idea to unify the normals so they are all pointing in the same direction as well. technically there's nothing wrong with the model so you won't get any warnings.

Link to comment
Share on other sites

if you see backface as the part rotates then the normals are flipped. invert or flip the faces in blender should fix it, be a good idea to unify the normals so they are all pointing in the same direction as well. technically there's nothing wrong with the model so you won't get any warnings.

I figured that was it and I remembering seeing the flip normals button, lol, we shall see how much stuff I need to flip.

Thanks,

I need now to figure out a way to merge multiple colliders in Unity, it looks as if the shell part will need at least 2 colliders if not more.

Do you physically have to merge the colliders or can that overlap with one another?

Link to comment
Share on other sites

overlap them if you can't get a convex collider with a single mesh.

The part won't work unless I can create a concave cavity on the 'private' face. Otherwise I will have to cut it into several pieces and if I do that I will create segmental flexibility (something I was trying to avoid, keep the part count and strut conn count down)

This is one of 12 sides. This is a 1.25 meter access (top), its a starting level repair facility capable of handling multiple 1.25 FF craft. In my prototype I found that a central port was necessary to guide the ships into a turn basin, once at the same Y plane as the repair ports the ships stop, unselect the central port, select a side port and dock. The area next to the docking observation area will have standouts for lighting, etc.

In the second image you see the planned crew transfer. This is for a 2.5 meter core facility, In a piece below the image the transfer path make a right turn surfacing under of Cupola module. The current 1 M core does not allow for transfers because 2* pi * .625 = 3.9M, 4/12 = .33 M and this is too small to allow for crew transfers given the structure needed for secure connection and post-launch stability.

hqGcmVy.png

Link to comment
Share on other sites

You don't need to break it up into multiple parts, just need several colliders in one part to approxinate the curve. 3~4 should be plenty for what you have in the picture.

I was reading the other thread on the dancing kerbal and though I might give the box collider a try, this is what I came up with like you said 4 colliders appears to work. I'm going to put them to the test now.

vPJfoOH.png

Link to comment
Share on other sites

Tagging on this old thread with a new problem

Collider meshes

can anyone give step by step instructions from blender to Unity on how exactly to create a collider mesh without having to recreate a complex mesh from scratch. The problem with my colliders is that they are also importing the texture. The only answer I can see is exporting the triangle file, and reimporting it into blender, but what are the best setting for materials and texture on the collider in blender?

Link to comment
Share on other sites

few ways you can do this.

you can let Unity generate a convex mesh collider by adding mesh collider component to the object. Unity will attempt to match the shape with the least # of triangles. if not possible, you will get a warning saying the collision mesh has more than 255 triangles.

you can import a simplified convex mesh with your model, add mesh collider component to it, you should see green mesh matching the mesh of what you imported for collision mesh. after that, remove mesh filter and mesh renderer components. material(s) you applied in blender doesn't matter. collision meshes don't have any rendering components and are always invisible.

you can assign any mesh, to the mesh collider component in the same way you assign a mesh to a mesh filter component. if convex, the mesh will have to be 255 triangles or less.

Link to comment
Share on other sites

few ways you can do this.

you can let Unity generate a convex mesh collider by adding mesh collider component to the object. Unity will attempt to match the shape with the least # of triangles. if not possible, you will get a warning saying the collision mesh has more than 255 triangles.

you can import a simplified convex mesh with your model, add mesh collider component to it, you should see green mesh matching the mesh of what you imported for collision mesh. after that, remove mesh filter and mesh renderer components. material(s) you applied in blender doesn't matter. collision meshes don't have any rendering components and are always invisible.

you can assign any mesh, to the mesh collider component in the same way you assign a mesh to a mesh filter component. if convex, the mesh will have to be 255 triangles or less.

OK so I completely removed the mesh filter and renderer components, previously I was only shutting the renderer down. The green mesh is the same, we shall see . . . . . .

Does the directory structure in Hierarchy window matter?

I use:

Game Object [Part Tools]

_Game Object

__[Mesh-Part]

_Game Object

__[Mesh-Collider]

Because I could never assign the collider to the root object.

Yep it worked, get rid of the filters and non-collider meshes, make sense.

Thanks.

Edited by PB666
Offsetting did not sick
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...