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Easiest way how to make a collision mesh and node placement?


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Hello all,

I am working on a very detailed part, and I need to see the easiest way how to make a collision mesh. I do not want to remake the part for it though. So is there a easier way how to do this in Blender? Also with node placement, I need a simplified explanation. I apologize if there is a thread on this that is explaining it.

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Collision mesh: duplicate the part, and simplify it. Make it convex. (checking 'convex' option in unity will do this but it may not be exactly the way you want it)

node placement:

http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Node_Definitions

you are just setting up what distance the nodes will be from the object's origin, which you can place wherever you want when you are in blender.

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Basically, the node collider is a mesh that "sums up" the part in a nutshell:

If its a coca cola can in space, and it has modeled surface detailing that does not extend beyond the module's diameter, your fine making a simply, 12-24 sided cylinder mesh that has the same diameter and that's it. 12 sides are preferable due to KSP symmetry, but other than that.

Node colliders? Just set your modeling programs units to the Metric system. Then, once your done modeling, select the vertex of the "top" and note the coordinates, similarly for the bottom as well as any side attachment nodes. After that, its just a lot of fussing with rotation orientation of the attachment node, making sure that it can actually connect (node collider being of smaller magnitude than the attachment node) and so on.

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Hello all,

I am working on a very detailed part, and I need to see the easiest way how to make a collision mesh. I do not want to remake the part for it though. So is there a easier way how to do this in Blender? Also with node placement, I need a simplified explanation. I apologize if there is a thread on this that is explaining it.

Make the model, the copy it in object mode (CTRL D), then press ESC. This makes a copy object, but does not move it. Then, with the copy selected, press M to move to a new layer. Select the layer the copy is on, then press tab to edit. In edit mode, hack off necessary geometry, remove edge loops etc to make a much more basic version of your item.

When done export as normal. In Unity, you should then see the complex and simple versions. Delete the simple version from the premade hierarchy, add the physics mesh object to the proper version, then change the mesh used to the simple version.

Done!

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Basically, the node collider is a mesh that "sums up" the part in a nutshell:

node_collider was a key name used in the old system, I would avoid using it in a part tools context to prevent confusion. The general term is simply collider (or colliders, multiple ones are fine).

As to creating colliders, you can either create a models (under 255 triangles) in your modelling program and then wrap mesh colliders around them in unity or build it up from multiple primitive colliders arranged in unity.

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