gamecreator Posted September 2, 2016 Posted September 2, 2016 I was wondering simply what the limitations are of creating shapes like this in a 3D modeling program. In other words, how complex can they be?. Can they be a single plus shape (+) or will that need to be made out of two boxes (or more, if they can't overlap)? How about a torus knot? Maybe it's easier to ask if the collisionhull/collisionmesh shapes must be convex as well, like the convex shape examples in the tutorial. (I am aware that they don't work with animated models though.) Quote
Josh Posted September 2, 2016 Posted September 2, 2016 If you want a dynamic concave shape, build it out of multiple convex shapes. If you just want static geometry (an object that can be collided against but can't itself move) then the collision mesh is fine. Simpler geometry is always better because it's faster to calculate. Physics shapes can be very rough approximations of the visible geometry.. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
gamecreator Posted September 2, 2016 Author Posted September 2, 2016 Thanks. Are you saying then that collision meshes can be non-convex? I was just thinking of things like rotating gears like in the below mockup and how I would theoretically pull them off, though I'm not working on my Summer Games entry any more for the time being. 1 Quote
Josh Posted September 2, 2016 Posted September 2, 2016 I would make the round part a cylinder and make a box for each of the teeth. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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