I’m looking for an methode of automating the tedious process of adding UCX collisions within 3ds /maya or within UE4, how would you establish this?
Take a look at this video: The 3rd way is the fastest, but it will take the mesh as a collider -> so the performance wont be so good. Another way is to generate convex hulls (also shown in the video)
I got about 2000 static meshes, all of them having simple(rectangular) shapes.
To get the collision to work I would have to manually add collisions individually, unless you know a way to automate the process?
Well with 2000 static meshes the trick is not to create collision for each and every surface but to define the volume of space that keeps the player inside the environment tubing in the player so to speak.
A way to look at it is collision is collision and it’s not necessary for each and every object to have one so the focus in an application like 3ds , once the environment is better defined, is to make the collision as to volume of space and then assign it to a proxy object.
As an example a map I’m working on the ground,sky, and outer perimeters is a single collision mesh bound to a single plane object hidden below the map.
There is also a forth way to create collision called a blocking volume.
As an reference I’ve added following image to give an better idea of what I’ve got. Convex Decomposition is what seem to work best on most of the objects the downside is I have to open each mesh and put hulls on 1 followed with applying the change…
When you want to add a collision to such an object very quickly, you can do it with the 3rd way for the entire object -> so instead of import all the stuff one by one, you could merge them in your 3d program and then import it. But this is not recommended, because of the performance -> you cant cull your stuff, just lods for the entire object, the collision is per poly
So I personally would think about the level and then just add a collision to objects that need one (it takes some time to create them, but trust me, over the time it gets faster and faster -> also did it like that for over 500 meshes ^^) -> as already mentioned, you can also use a blocking volume as a collision for groups of meshes that dont need a very good one.
i have 14,000 different meshes, is there no plug-in to streamline this process or do I have to do it all manually? (I know I just have to create the environment for my character to walk around in but that is still over 4,000 different meshes)
As far as I know there is no plugin for that.
But when you just need a basic collision, you just have to enable “auto generate collision” in your import settings