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Collision meshes in blender


Epsilon

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Well folks, I have been getting into Blender recently and making some parts. Of course all of these are chock full of procrastination with creamed this-will-be-released-but-it-won\'t-be on top.

Actually, I\'m trying my hardest to figure out these collision meshes.

Again, this needs to be comprehensible for a blender user, as I don\'t think the methods are the same for 3ds max and maya (but if they are, then tell me).

I can just create a seperate object and name as node_collider (or so I think)

What about 'tagging it' how is this done?

Great and many thanks if you can help me out.

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Easiest mesh is as follows...

Go to 'object mode'. Then 'Add' 'Mesh' and 'Cylinder'. Set the sides to '12' then size and shape as you need (you may need to orientate it to the centre of your part if it\'s created else where in the scene).

Then click 'object' properties on the right (picture of a cube) and name is 'node_collider'. Then click 'Material' and add a new material.

That should be all you need. I\'ve got successful exports that way. Not sure if I did miss anything though... :P

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Yup I got it to work. As it also turned out, I was joining the collision mesh with the main mesh.

Now I have one last issue... I made a test cube to try all this out, and after fixing the problems, I got to load in part lab, but the cube is tilted towards the side a bit, and I did nothing of the sort in Blender.

Also, the texture shows up as a background of red, and the stuff on it white. I made the texture a black background with yellow on it. Doesn\'t seem like the red tint though.

Opening the png in paint and saving it fixed the problem. I had made it in paint so I didn\'t know why it would do that. The tilt is still there though.

2i21kco.png

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Click '32bit' when you make a texture image in blender to avoid file incompatibility.

I\'m guessing the mesh or the object is rotated in blender. Check the object properties. If it is not, select the mesh in edit mode, and rotate it back a fraction to correct it manually.

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