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Customer Colliders and proper animation


Caithloki

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I am currently wondering about the way to add a custom collider to this part, do I just do a copy and put it on the same level as the Mesh part in unity, or do I child it to it. For the secondary question if I had a doors, do I need a group of frames for the open and close animation or do I only need one way and KSP will automatically use the reverse as the close?

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This should probably be moved to the modelling and textures sub-forum.

regardless, are you using the old nifty255 videos as tutorials? I did the same when I started learning to mod KSP. With the latest version of Unity you can use the [add physics -> mesh collider and check "is convex" tick box] this will give you a collider for the object in question (it's how I achieve the peculiar shaped colliders used by the REKT OTAV pod). This mean that you don;t need to create a separate mesh collider. However given the shape above i'm guessing it's going to be some kind of storage bay. In which case i'd advise splitting the object into 3 (top cylinder, bottom cylinder and the central shaft). Then given them each their own mesh collider with 'is convex' checked.

KSP will automatically reverse your 'deploying' animation. for instance: closing cargo bay doors is opening cargo bay doors, just played backwards. So yes, you only need to make the one animation to cover that.

 

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