It is currently Thu Apr 18, 2024 12:21 pm
With that first one it looks to me like your phys mesh is rotated (among other things, it's pretty fucked up). I'm guessing in blender they are all aligned nicely though. The reason it has come out like that would be because the object has been rotated in object mode. I'm pretty sure blender discards object rotation data when it exports the SMD, so you'll have to apply the objects rotation - I told you how to do this a little while ago. Also might as well make sure the origins are lined up too.
if you scale it in object mode you can then hit alt+s to clear scale, and return it to its original scale (unless you hit ctrl+a and apply the objects scale). Either way you can scale it back up for export, or adjust the scale in the .qc.
At this point a lot of artists get the bright idea of just cloning the original mesh and using that as the collision mesh. This seems like a good idea except that then your collision mesh isn't convex!
This is a very common first time mistake among Torque artists. It is even further complicated by the fact that the Player can even walk on this collision mesh without too much difficultly. But if you were to shoot a Projectile at this mesh it would go right through!
So how do we create a collision mesh that matches up to our visible mesh and is convex? The secret is to use multiple collision meshes!
An arch is a very concave shape and would be impossible to accurately approximate with a single convex collision mesh. Instead we can use several convex collision meshes and get a much closer approximation of the shape of the arch:
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