Vertibirdo Posted March 10, 2014 Share Posted March 10, 2014 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. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted March 10, 2014 Share Posted March 10, 2014 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 More sharing options...
Vertibirdo Posted March 10, 2014 Author Share Posted March 10, 2014 (edited) 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.Everything is running smoothly. And animation works, huh...Now on to fixing that connection node displacement and texturing the model! =) Edited March 10, 2014 by Vertibirdo Link to comment Share on other sites More sharing options...
Justin Kerbice Posted March 10, 2014 Share Posted March 10, 2014 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 More sharing options...
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