Importing Collision Volumes
Last updated
Last updated
This page covers importing of collision volumes see Collision Volumes for info on what they are and do.
Collision volumes are currently only editable on world items and not avatars or avatar based objects.
When importing your item a second field is available for your collision mesh file we highly suggest you do not use your Render mesh file as your collision. if you wish to set the Motion type you are required to have a collision volume. You can add a system volume later but it is limited to a 'Cube' and 'Sphere'.
It is also possible to setup your original objects .FBX to bring in collision volumes automatically when you follow the naming convention within a program like blender, your intended volume must have the naming convention of 'yourmeshname_collision' you can import multiple volumes and multiple meshes at the same time this way when exporting have them all selected and make sure the transforms and origin points are the same between object and collision.
Existing objects that did not originally contain a collision on import can be given new volumes but only from the two system types 'Cube' and 'Sphere' you are able to add multiple volumes to an object to build up a new shape. Its not currently possible to add a new custom shape to an object without reimporting it.
Select the object and right click.
Left Click 'add' then select 'Volume'
A structure panel should automatically open if not 'Right click the object and select 'Structure'
locate the newly added Volume left click to select it and then right click then select 'properties' you can now manipulate the volume and adjust some settings like size and position relative to the render mesh.
In the structure menu right click the Volume you wish to remove and select 'Delete' if this was a Mesh Volume it is not able to be recovered and you will need to respawn the original from your inventory.