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Difference between revisions of "Blender/Custom Collision"

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[[Image:BlenderCollisionExample2.png]]
[[Image:BlenderCollisionExample2.png]]


When it fits perfectly how you want it to, go to object mode, and make any necessary rotations. This must be done in '''object''' mode, otherwise the rotation won't work. Go to object options. Change Draw Type to bounds. Then, go to Logic options, and click on bounds, and change it to cylinder. You should now see a wire cylinder over your cylinder mesh. There you go, you just made a collision mesh.
When it fits perfectly how you want it to, go to object mode, and make any necessary rotations. This must be done in '''object''' mode, otherwise the rotation won't work. Go to object options. Change Draw Type to bounds. The default is Box, but you can choose cylinder by changing box to cylinder in the drop down menu to the right, or sphere by choosing sphere.


[[Image:BlenderCollisionExample3.png]]
[[Image:BlenderCollisionExample3.png]]
[[Image:BlenderCollisionExample4.png]]


====Box====
====Convex Hull Polytope====
 
Same as cylinder, but without being round. No need to re-write it all. Just choose box instead of cylinder for bounds.
 
There is another way to do it, which I'll explain later.
 
====Sphere====
 
For this one, do the same as the cylinder, but don't stretch it. Just fit a cube over your sphere. Choose Sphere instead of Cylinder for bounds.


There is another way to do it, which I'll explain later.
'I recommend Static TriangleMesh instead of Convex Hull'
 
====Convex Hull Polytope====


This is a bit different, but almost as easy. Basically, the idea is that you make a regular mesh (do it all in edit mode, makes it easier on you later), and then make it a Convex Hull Polytope, and oblivion recognizes it as collision. This is only for convex shapes, so you can't make something like a sphere with an inward dent, only an outward dent (and certainly not a Harvey Dent). Please note that this may not catch arrows, so if it needs to catch arrows use Static TriangleMesh instead. So, after you make the shape of it in edit mode, go to Object mode, and do set it to only display bounds, but under Draw Extra, also click Wire.
This is a bit different, but almost as easy. Basically, the idea is that you make a regular mesh (do it all in edit mode, makes it easier on you later), and then make it a Convex Hull Polytope, and oblivion recognizes it as collision. This is only for convex shapes, so you can't make something like a sphere with an inward dent, only an outward dent (and certainly not a Harvey Dent). Please note that this may not catch arrows, so if it needs to catch arrows use Static TriangleMesh instead. So, after you make the shape of it in edit mode, go to Object mode, and do set it to only display bounds, but under Draw Extra, also click Wire.
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====Static TriangleMesh====
====Static TriangleMesh====


This one works the same as the Convex Hull Polytope, except this one works for any shape. It does not have to be convex. Kkeep the vertex count as low as possible to avoid a framerate drop. The only thing you do differently, is choose Static TriangleMesh instead of Convex Hull Polytope for Bounds.
Make a low-poly version of your mesh that you will use as the collision. In most cases it should fit over your mesh fairly smoothly. Don't use too many polygons, or it will slow down your game. Then under object properties set drawmode to bounds, and change box to Polyheder and under Draw Extra choose Wire.
 
[[Image:BlenderCollisionStaticMeshExample1.png]]


====The "Other way to do it"====
====The "Other way to do it"====
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