Game Development Community

Character Collision Mesh

by Eric Putman · in Torque 3D Beginner · 05/12/2014 (9:29 am) · 3 replies

This is a general question, Is there a special way to create these? I have looked at every tutorial and the only one out there is for Maya that explains about this very rare question (pun intended) and not for 3ds Max.

My main question is since what I have been reading is,

1. You use primitives low poly (as low as you can go) boxes (convex)
2. That are not suppose to cross or be touching I get that but is it that simple just create boxes?
3. And name them col_001 - 009 is that all there is to it so the player character is "solid" so to speak?

Thanks,

Eric

#1
05/12/2014 (10:08 am)
Torque supports character collisionmeshes? Never heard of that, but the collisionmesh itself is not the problem, the problem will be to get it behaving correctly inside the engine. The collisionmesh is a very low poly version of your model, it depends on your skill and taste, you can start with boxes.
#2
05/12/2014 (12:26 pm)
Character (eg: Player/AiPlayer class) use a non-rotating box which is set in the datablock as boundingBox.

boundingBox = "1 1 2.1";

If you want actually boxes around limbs you'll have to code it yourself, though if memory serves me correctly, there is an old resource somewhere for "hit boxes".
#3
05/12/2014 (4:06 pm)
I think the hit boxes are just for hit detection, not for actual player collision-physics interaction.