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Collision Mesh Part Modelling Problem


Parker

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Alright, I am attempting to make my own part, and I know how to set up the .CFG file, I am modeling the part in Cinema 4D, but after I modeled the part I got the error (in output_log.txt):

ERROR: Collider node found, but no mesh in it

I found out this was because I need to create a \'mesh\' named \'node_collider\', I created a separate object and named it \'node_collider\', but had no luck. Clearly I am doing something wrong, could someone give me some help?

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Did you assign a material and UV map to it?

As far as I know, it\'s necessary.

Well, I am a sort of beginner to Cinema 4D as I\'ve only had it less than a month, but I did assign a material to ALL the objects, but what do you mean \'UV map\'? My model is currently untextured, and the material is just white.

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I don\'t know if I understand correctly, but you don\'t need to have the UV maps with textures in the textures folder for objects to work.

The UV-Map is applied to the object itself in the modelling program. After you applied the UV-map, did you re-export it? And also, clear or delete the mesh folder after every try.

If that didn\'t help, could you post the .dae?

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Sorry, it imported kinda weird, as if the model was huge but zooming out didn\'t make it more visible.

But I did see that the node_collider had a material and UV-map.

I can\'t think of anything else as that\'s what caused the problem a couple of times with me, I can\'t help you further, I\'m sorry :(

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Hey hey, you asked me for my help with C4D.

I can tell you that pre-unity workflow, I had terrible issues with the .dae format which is a pain in the '!@^#$!^&$#@^.

The best workflow that you can do with C4D is to work along with Unity. Unity can import C4D files natively and removes all the problems. Also creating node colliders in there is really easy and my suggestion is to start working with Unity if you use C4D. It speeds up your workflow also.

Check out C7\'s video tutorial how Unity works and creating parts will become a lot easier.

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