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Obi Fluid mesh collider in runtime
#7
(14-10-2021, 10:39 AM)netjeenpetje Wrote: Which method would you use? We have a system that allows users to import models, so we can't cover the body and face with shapes for collision.

I'd place colliders at the character's bones, that's the tried and tested method that has been used throughout the gaming industry for years. It's simple, cheap, and robust.

Nothing stops you from placing colliders at the bones, regardless of where or how you've imported your models. (as long as your model uses skeletal animation, of course!). If the user can import custom models, just pre-segment the mesh into multiple separate MeshColliders (one per bone) at import time. This can easily be done by checking skin weights to determine which bone has the most influence over each mesh triangle.

You can do that if you want a fully automatic system, or you can require users to place collision meshes on their models themselves. This is not uncommon among applications/games that allow users to import custom avatars.
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RE: Obi Fluid mesh collider in runtime - by josemendez - 14-10-2021, 10:48 AM