Author Topic: Precise Collision in Blender?  (Read 998 times)

So I'm working on something in Blender. I won't reveal, but I'll just say it's going to be a .DTS with a very complex shape with tens of thousands of faces. I need some help though. I have my model rendered and its working fine but I don't know stuff about how to do collision to even one of the objects. Is there any simple way I can make the collision work precisely and accurately without having stuff like player-phase or vehicle-phase? Just whatever you know about making collision boxes in Blender will help.
Thanks!

Players and vehicles if I remember can only do collision boxes

Players and vehicles if I remember can only do collision boxes
only vehicles and static shapes, not players.

IIRC collision meshes can't have any concave shapes

In addition I think you can use more than one collision mesh to have more complicated shapes and still remain convex for each mesh

only vehicles and static shapes, not players.
I forgot to mention, I'm trying to make a static shape. How would I add its collision?
In addition I think you can use more than one collision mesh to have more complicated shapes and still remain convex for each mesh
How so? Would I just need to copy the shape and set some special preferences? To be honest I don't even know how to make a single .dts file with a collision shape.

Create convex shapes with "col-1" "col-2" etc.

I forgot to mention, I'm trying to make a static shape. How would I add its collision?
same as with vehicles. it'll have the collision upon spawning. be warned tho, big static shapes with complex collisions will lag hard (eg, on the scale of a map)