Hello, everyone! I have a problem when exporting a custom collision, box primitives have unwanted rotation angles. When scaling the object, the collision is scaled on the wrong axes. Scaling and rotation applied. Naming is correct.
Okay. As advised, I applied all the transformations. But the problem is in the scaling of the object. The primitives have their axes swapped. This causes the collision model to not match the mesh when scaling non-uniformly.
Complex collision be cheaper than boxes? o_O (this case?)
I use boxes as the cheapest primitives of suitable shape. Well, I’ll try to check it in 3ds max later. It’s strange that after exporting custom primitives, the boxes’ axes are rotated.
I’m also trying to automate the production of modular assets. I use send2ue and simple collider for blender.
Thanks for the quick replies in the thread! Do you mean the orientation of the mesh? Or the orientation of the collision box along the longest side (0_o very strange idea). The rotation of the mesh and the primitives are the same, actual state.
upd:
By the way, rotation of primitives does not affect the final export.
Using UCX_MeshName_## to create convex primitives instead of UBX_MeshName_## for box primitives is a workaround. might not be what you’re after but it scales correctly.