Product Chat (Early Access) / Creating Your Own Collision Mesh?

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Monkey Frog
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Posted: 18th Nov 2021 20:02
Does GameGuru MAX allow you to create your own collision mesh for your models if you want to? In other words, can I create a separate mesh in my modeling program and import it just to be a collision mesh? Or do I have to use the ones that MAX generates for me?

Thanks.
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synchromesh
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Posted: 18th Nov 2021 21:23
Not sure what you mean ?
you can import and select, Box, Polygon, Sphere. Cylinder, Convex Hill, Character Collision, Tree Collision, No Collision or Hull Decomp.
Is there any missing you would want differently or am i mis-reading.
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Monkey Frog
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Posted: 18th Nov 2021 21:32 Edited at: 18th Nov 2021 21:40
It is pretty standard to model your level or level pieces in a modeling program. You can also model your own collision meshes so you have control over how many polygons are used for the collision mesh and where the collision mesh affects things (i.e. you might not need a collision mesh to cover the entire wall that goes up really high ... especially if that wall has intricately modeled parts. Instead of relying on a program to automatically generate these meshes, you can create them yourself and have complete control over them. Simple box collision is fine for many things. Polygon collision can be too dense as it will just use the polygons of the model and if that model is dense, so will be the collision mesh. Instead, the 3D artist can create their own. Most game engines allow you to import your own collision mesh. You either do this separately by adding it to the model via some mode, like a Collision Mesh entry field, or you export it along with your mesh, but name it something particular in your modeling program, such as door_collision, to tell the program that it is a collision mesh.

This is for when you would want, for example, more than a simple box collision, but less than polygon collision.

Automated processes aren't always the best for things like this. Therefore, being able to create your own collision mesh can really help in some situations.
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Posted: 18th Nov 2021 21:53
Quote: "Automated processes aren't always the best for things like this. Therefore, being able to create your own collision mesh can really help in some situations."

Ahh got ya
Right now i think you can only select those collision types.
Ideally then we need a Import Current Collision or something
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Monkey Frog
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Posted: 18th Nov 2021 21:58
Yeah. I've added this to GitHub as a request. Thanks for responding. I appreciate it.
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granada
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Posted: 18th Nov 2021 23:23
If I remember right unity generates a collision mesh , it’s been a while so I could be wrong

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Posted: 18th Nov 2021 23:52
You can even modeled a whole scene collision and import it as glb, i.e dinner table plus 4 chairs, in the dinner room, IIRC I had seen a UE4 video like so, anywhere.
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Posted: 19th Nov 2021 03:11
BTW yes you can use your own collision mesh, lee confirmed this a few weeks back, but hasnt actually elaborated on the requirements or how exactly it should be formatted.I would send him an email.
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Monkey Frog
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Posted: 19th Nov 2021 05:47
Quote: "BTW yes you can use your own collision mesh, lee confirmed this a few weeks back, but hasnt actually elaborated on the requirements or how exactly it should be formatted.I would send him an email."


That's good to know! Thanks! I've actually put the question to GitHub so they can answer it there (along with a suggestion on some ways to implement it to make it easy on the end-user).
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Wolf
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Posted: 19th Nov 2021 17:26
A work around is to deactivate collision on your mesh and import the collision mesh as an invisible entity. Just in case someone using GG classic is reading this.

Belidos
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Posted: 22nd Nov 2021 12:17 Edited at: 22nd Nov 2021 12:18
Quote: "If I remember right unity generates a collision mesh , it’s been a while so I could be wrong"


Yes and no, initially entities in Unity are generated without a collision mesh, all collision has to be added manually, but when adding collision it auto-generates whatever you select, however it also allows you to import your own mesh and assign that as a collision, so for example if you had a complicated mesh and wanted concave hull collision but the default concave wasn't defined enough, you could make your own and import it, assign it as collision, then turn off the mesh display. That's a major optimization tool that we really need in GG.
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