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Creating collision for complicated object

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    Creating collision for complicated object

    What would be the best method for creating collision for this complicated object? At the moment I'm creating boxes for collision in maya, but as you can see that would take hundreds of boxes. Am I going to just have to spend the time to do it via that method or is there a better way?
    Download my ARK map "Roraima" now! http://steamcommunity.com/sharedfile.../?id=547828060
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    #2
    Does it need accurate collision? Will people be walking on top of it and shooting through it? If not, keep the collision rough and simple.

    For geometric stuff like that, it's often best to create the collision and the base model at the same time using the same tools, so you don't have to repeat the same steps.

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      #3
      Originally posted by ZacD View Post
      Does it need accurate collision? Will people be walking on top of it and shooting through it? If not, keep the collision rough and simple.

      For geometric stuff like that, it's often best to create the collision and the base model at the same time using the same tools, so you don't have to repeat the same steps.
      Yeah, it's for Ark: Survival Evolved so in theory people will be able to fly around it, land on it, and the inside is explorable. For now I'm just going to use the "Complex Collision as Simple" setting I think. It's less then 30K verts and their pretty far apart (if that matters.) That wouldn't be too bad would it?
      Download my ARK map "Roraima" now! http://steamcommunity.com/sharedfile.../?id=547828060
      2nd place mapping category winner in the ARK international modding contest!

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        #4
        You can create collision outside UE. Lets say you are in your favourite modeling tool : Blender, Maya or 3DSMax, all you need is to have a copy of each part or the entire group, being each copy being renamed (the object name) with a prefix UCX_ and your are done. Of course, not the best performatic result. You will need to reduce the poligons on the copies because you dont need all those faces. When importing the mesh you need to uncheck "automatically generate the collision" option.

        I guess I have learnt that in some Youtube video, but way too much time to remember... I think was Katie Nelson's video, but not sure.
        Nilson Lima
        Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
        Join us at Discord: https://discord.gg/uFFSEXY

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          #5
          Yeah I was making my own collision in MayaLT at first, but as I said it's a pretty complicated object face wise. I was also having issues with the editor crashing every other time I tried to reimport and sometimes the collision just would not update. Is there a specific exporter I should for MayaLT? I noticed using 2016/2017 exporter (as recommended per the documentation) crashed the editor a lot when reimporting after doing it once. 2013 worked better but had the issues with the collision not updating sometimes, or would only export the one render mesh I had a collision for and not export the other objects I had selected in the scene with it. FYI I'm using the Ark Dev Kit, so I'm not sure what engine version that is based on. Maybe its a ADK issue.

          What would be the difference between duplicating my mesh and using that duplicate for the collision or just using the mesh with the "use complex as simple" parameter, if there is one?
          Download my ARK map "Roraima" now! http://steamcommunity.com/sharedfile.../?id=547828060
          2nd place mapping category winner in the ARK international modding contest!

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            #6
            ARK if Im not mistaken is UE 4.9. There should be no different at all in the FBX exporter, but I usually use the 2015 in 3DSMax, which I think is the default for the 2017 version.

            About the differences I think it is just the amount of information for the engine to handle about geometry tests, actually there is no limit for this, besides the amount of RAM available for the CPU (not GPU). There is no easy way to do it, if you really want to have characters walking on top of that structure.
            Nilson Lima
            Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
            Join us at Discord: https://discord.gg/uFFSEXY

            UE4 Marketplace: Cloudscape Seasons
            supporting: Community FREE Ocean plugin

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