Jump to content

Collision mesh


Recommended Posts

Hello everyone!

I have a question regarding collision mesh.

I have made an inline telescopic legs, and now i am stuck at making a collision mesh for it.

Can you please give some advice or anything? I have tried to use convex collision mesh in unity, but it literally kills fps.

Is there any trick to it? I have tried to use simple box colliders, but they overlap, and crash each other, when the parts start to move.

Or is there any way to ignore collisions within the model? I want it to collide only with other objects, not with itself.

Here is the screenshot of my model.

lEwMb3385Ag.jpg

Link to comment
Share on other sites

Your model itself looks over detailed (too many polygon, too smooth cylinder) than may explain convex colliders nightmare you have.

I not yet did it myself but use four simple cylinders (1 height segment, 10-14 faces max) that mach location and size of your object, save at a separate object and import it in unity then use it as collider (by adding a physics/mseh collider component then select this object, by clicking on small circle next to collider mesh box)/

Link to comment
Share on other sites

Your model itself looks over detailed (too many polygon, too smooth cylinder) than may explain convex colliders nightmare you have.

I not yet did it myself but use four simple cylinders (1 height segment, 10-14 faces max) that mach location and size of your object, save at a separate object and import it in unity then use it as collider (by adding a physics/mseh collider component then select this object, by clicking on small circle next to collider mesh box)/

I have solved the problem without having to lower the detail of the model.

I have set unity to use simple box colliders (except for the cylinder itself, which uses convex mesh collider).

And i have found out, that you can turn off collisions within the layer, by simply using the project physics manager.

idoImFY6TLs.jpg

JsdlMMk135w.jpg

Everything is running smoothly. And animation works, huh...

Now on to fixing that connection node displacement and texturing the model! =)

KXTVKF21nS8.jpg

Edited by Vertibirdo
Link to comment
Share on other sites

Look nice (but seems very weak near the pads), an easy way to set such axial nodes coordinates is to look at one vertex z coordinate of the bottom, this will be the node -y value, the same apply for the top node. Vertices coordinates are displayed in the bottom left status window of max.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...