Tutorial Creating a collision mesh tutorial (1 Viewer)

FusionFall.org

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I'll tell you my process for making collisions work

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First, I import the model into rhino 7 and click this box

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Then, I go to boolean and click union

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then, I lock some points on the mesh and use the reduce feature to make it as small as possible without the mesh being wildly deformed

then I export it from rhino and load it into netfabb

(I pirated both these programs lol)

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I make sure "Stich all" and "automatic part repair" is checked
oh, and when I export the mesh from rhino I check the setting for "welded"

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then I run a boolean in netfabb
usually, I would export the model after this

but sometimes, I'll try using netfabb to create a shell instead, usually I don't do the shell, but sometimes I'll try it

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after this, the model is formatted weird, and doesn't like being imported into the game
so I throw the model into vectary , and directly export it, which seems to format the model properly so that my tool accepts it : https://app.vectary.com/p/?studio=true

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I also use the "split connected components" feature in meshlab to check my work
if I click this and the mesh is split into a bunch of pieces, then I know it won't work in the game
I just try a combination of all these different features and settings until I get a mesh that works lol

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my final mesh for the tree looked like this
nice and simple, 135 verts & 266 faces
the original tree mesh had 1470 verts & 2116 faces
when you import the original tree mesh, it doesn't work at all, no collisions
the mesh I made for collisions works pretty much perfectly
 
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