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Collision mesh with wwm

  • Deh0lise
  • October 14, 2014 at 5:54 PM
  • Deh0lise
    • October 14, 2014 at 5:54 PM
    • #1

    So I've done a door with a hole and created a mesh with the hole and I exported it. Everything works ok besides the collision mesh, the hole is closed in the collision mesh!


    I've tried with auto collision generator, applying an uniform smooth group, applying unrwap to the collision mesh, even building it using multiple objects... has anyone dealt with this problem and knows how to solve it? how?!


    Thanks!

  • Squad
    • October 14, 2014 at 6:07 PM
    • #2

    Did you check the concave flag before compiling? That usually does it for me.

  • Deh0lise
    • October 15, 2014 at 12:00 AM
    • #3

    Solved it! the solution was to do it with multiple primitives with a different smoothing group for each one (I also had a basic unwrap modifier; automass & concave).


    P.S Thanks for the help squad, I did check it as I remember dealing with it long ago (though not using wwm back then).

  • shawnolson
    • October 15, 2014 at 5:25 AM
    • #4

    If using WWMT, the fastest way for the smoothing groups is to press the Process Hulls button in the collision model rollout. It will automatically make each element of each hull node have its own unique smoothing group bit. The hulls can be separate nodes or a single editable poly node.


    Incidentally, there was an update to WW today that addresses some bugs dealing with Hulls (especially if the hull nodes were deleted in the scene).


    Hopefully that adds a little extra help.

  • Deh0lise
    • October 16, 2014 at 10:40 AM
    • #5
    Quote from shawnolson

    If using WWMT, the fastest way for the smoothing groups is to press the Process Hulls button in the collision model rollout. It will automatically make each element of each hull node have its own unique smoothing group bit. The hulls can be separate nodes or a single editable poly node.


    Incidentally, there was an update to WW today that addresses some bugs dealing with Hulls (especially if the hull nodes were deleted in the scene).


    Hopefully that adds a little extra help.


    Thank you for the reply and wwm Shawn! it relieves the pain from source modelling.

  • shawnolson
    • October 16, 2014 at 9:34 PM
    • #6
    Quote from Deh0lise

    You are welcome.


    Just for the record, I know from experience that different users have sometimes been confused about the hull generation functions in WW. I do not generally recommend using the Auto Hull checkbox... as that function just tells the QC to use the reference mesh as the collision model. However, I do recommend using the Quick Hull function that will generate a hull from each element of each object in your main model, set the $concave flag if multiple pieces are generated, and automatically apply the correct smoothing groups. Especially for static props or animated mechanical props not using skin, this works really well as long as the model is broken into elements in a way that benefits from this. Otherwise, use the Hull Helper floater to break a copy of the model(s) up into elements that you can then generate hulls from and assign manually to your WWMT helper. The vert limit spinner sets the maximum vertex count of each hull part when generating the hulls.


    Hint: When you click the Quick Hull button, the generated hulls are collapsed into a single object if the WWMT setting is currently $staticprop... otherwise they are left as separate objects in case you need to skin the hulls to bones.

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