![]() Penetration geometries can be bit more detailed and, in contrast to Real Virtuality engine, they don't have be convex. Large single shapes should be used to avoid issues with collision imprecision. Simple type of colliders like convex, cylinders or cubes should be used. This type of geometry should be kept as simple as possible and amount of colliders should be also kept low. In case imported convex components are useless (too complex collision geometry or not detailed enough fire geometry) and completely new geometries have to be created, below there are some tips & rules. It's recommended though to make at least fire geometries from scratch. In case of models imported from Arma 3, there are usually some convex components already present which could be used a base for collision geometry. There are few rules regarding those colliders and most of them listed here - FBX Import - Collider usage. Some of the rules regarding slots naming can be found in slots section of Vehicle Pipeline page.Ĭolliders are special type of objects which are used to calculate various kinds of collisions - be it physic simulation or tracing of bullet penetration. Vehicle can also have various small sockets for destruction, crew positions management and contextual actions. ![]() On that page, there are also general guidelines regarding naming objects which are not explicitly mentioned there. It's strongly recommended to follow those rules since most of the base prefabs are using those names by default to reduce duplication & make easier data management. There are also some general guidelines regarding naming of the vehicle parts on Vehicle Pipeline - Parts' page'. COM_ prefix is used to determine geometry center of mass.OCC_ prefix is used for Geometry Occluders.UBX_, UCX_, USP_, UCS_, UCL_, UTM_ prefixes are used to mark Colliders (Box, Cylinder, Sphere, Capsule, Cylinder, and Trimesh respectively)._LODx suffix is used to indicate Level of Details.When it comes to naming, there are few important rules to keep in mind. Generally, such simple objects doesn't require skeleton but in case of more complicated elements (like gun mount), it's possible to add them to mesh. If those elements are already separated to unique objects, then it's possible to select them one by one and save them as FBX file with export limited to currently selected object. 2.5.4.4.1 Differential and Torque Share. ![]()
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