hi,
just made the elevator wider and higher, but i cant go into it. maybe it has to do with the collision. it is one object, the doors opening are 2 separate objects. i think it should be place enough… any idea?
many thanks for help !
tomes
Hey there @thommesk! Welcome to the community! How does the collision on the elevator look? Auto-generated collision for this will likely cause the empty space in the middle to be a collider due to the rules between concave/convex meshes.
You can check the collision of the object by opening the mesh details, then selecting Show -> Simple Collision
For gameplay objects that are intended to have very specific simple colliders like this, I would usually recommend hand building the collision:
However you can also use the complex collision as simple in it’s collision settings, though this can have unintended consequences depending on the game, such as lowered performance and some UE systems will only use true simple collision:
first thanks a lot for feedback !
i´m exporting glb from blender to twinmotion. so in twinmotion it seems that an animated platform do not lift your firstperson up after importing into twinmotion. in twinmotion i cannot make any collision or physics adjustments ? do you think i have to tweak that in unreal engine ? …so the fundamental question would be if i get this elevator physics basically work in twinmotion?
P.S. by detaching the sides, the base and the ceiling in blender to 4 objects i can now go into the elevator. but i think it will not work in twinmotion that it lifts me up. ..quel dommage…![]()
Apologies! It looks like a Twinmotion post ended up in my Unreal Engine forum view and I flew into the collision explanation immediately. So collision in Twinmotion is a little rudimentary and basic. It’s not really meant to have much collision complexity.
Breaking up the walls will allow the pedestrian camera to walk into it, but it would be better to disable collision on it, and use a video path keyed just like the lift animation. It will be finicky but it should work in that regard.
ok, but my firstperson should also be lifted up, to walk out in the first or second floor , as the user wants to quit.
i think such a physic for an object to lift the firstperson should not be such a big thing for the programmers and would be for sure mostly a good and necessary thing in architectural scenes.
!! …what is funny,… i can walk onto this object, and if i always keep on walking forward, the firstperson gets lifted up with the object !!!
…come on TM, get this fixed in code, it is sooo cool…
so it seems that no relevant people from epic, respectible the twinmotion developing team is looking in here …not good…only here you hear the people, their problems, wishes and ideas…
i think it would not be that complicated to programm the first person so, that it does not only check the ground while walking, but always, also while standing.
this is a must have for architectural scenes, not only walking stairs or ramps, but also “driving” with elevators.