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Collision Mesh in blender help..


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Hello, i am completely new to mod making on pretty much any game so if you answer, please answer like i have no knowlege of any of this modeling business and try to make it as simple to understand as possible :), I have made my model, added the textures and a material ect thats all fine, and just to make a simple collision mesh i placed a big rectangle mesh around my model, i then named this "node_collider" and added a material to it, I can place my object into kerbal and attach it to a cockpit, however it just falls through the floor like it dosent exist, and i cant attach anything to its surfaces, objects in the hangar just go through it like it isnt a solid object, what am i doing wrong?

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node_collider is only when using the game's dae importer, if you're importing via the unity editor and part tools then it won't do anything and I'd advise not using that name to prevent confusion. Instead you add a collider of the appropriate shape using the Add Components menu (physics category) to one of the GameObjects that make up your part model.

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ok, ill try that, but im new, where is the physics category in blender???

It's not in blender, it's in the unity editor. If you're using version 4 then it's on the right hand side under the other components in the inspector window

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Hello, i am completely new to mod making on pretty much any game so if you answer, please answer like i have no knowlege of any of this modeling business and try to make it as simple to understand as possible :), I have made my model, added the textures and a material ect thats all fine, and just to make a simple collision mesh i placed a big rectangle mesh around my model, i then named this "node_collider" and added a material to it, I can place my object into kerbal and attach it to a cockpit, however it just falls through the floor like it dosent exist, and i cant attach anything to its surfaces, objects in the hangar just go through it like it isnt a solid object, what am i doing wrong?

In unity, you need to apply a "Convex Collider" to the node_collider object (see example below)

The node collider doesnt even need to be called node_collider, and if its an invisible one, it doesnt even need a material or texture. In the case of a command pod, you would simply have a cone shape or something similar, make it a convex collider and then remove the mesh renderer as you don't need it. In the pic below, this shuttle has colliders all over it. If you don't click the convex tickbox, the item will still collide with things, but not everything.. (like falling through the floor).

image.php?id=B747_518A15AC&jpg

Edited by Devo
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Yes, you must download Unity and Part Tools

just a question: why do ppl assume everyone is using MacOs or Windows ?

there is no unity for linux and you do have to do everything in blender.

and the original question was how to add the collision mesh in blender if im not mis.interpreting the thread title.

i used this guide: http://www.alternatewars.com/Games/KSP/Tut1/KSP_Tutorial_1-3.htm

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just a question: why do ppl assume everyone is using MacOs or Windows ?

there is no unity for linux and you do have to do everything in blender.

and the original question was how to add the collision mesh in blender if im not mis.interpreting the thread title.

i used this guide: http://www.alternatewars.com/Games/KSP/Tut1/KSP_Tutorial_1-3.htm

That guide is waay to out of date. But it's good material. I really taught myself

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There's some debate I think over what's the "best" method for collision meshes, between making them in blender, versus adding simple box/capsule/etc colliders in Unity. But generally speaking, you're going to be using Unity to build your model's MU, and have to mark the collision mesh as a physics collider there if you do make it in blender first.

The older DAE loader may still work. I tried it once, and get a model to show in-game without its texture (and didn't continue to pursue that). But the current way, is to build the MU in Unity.

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