It is possible to apply collision volumes to an animated rigged mesh object that move with the object as it animates.
|An avatar skeleton with many collision volumes.|
You must include the collision volumes in the same .fbx file as the rigged mesh object, and they must adhere to the following rules:
- Each collision volume's name must exactly match an existing joint name in the .fbx file, with the string "_collision" appended to it.
- For example, the collision volume for a joint named "head" would need to be named "head_collision".
- If there are multiple collision volumes, they must be separate from each other and not linked into a single object.
- Do not freeze the collision shape transforms (position or rotation).
- The rigged mesh itself must be only one object, not a multi-part object.
- The collision shapes do not need skinning information.
- The collision shapes should be basic shapes, such as deformed boxes, arranged to cover the object's visible skin between joints. You should not attempt to use the object's visible skin mesh as a collision volume.
When imported properly, the collision volumes are imported as collision volumes rather than visible static meshes. No additional collision volume needs to be uploaded.
|1. Create the collision shape using a cube or sphere.|
|2. Snap the collision shape to the joint you want the shape to collide for.|
|3. Enter editor mode and shape the cube into your collision mesh.|
|4. Do not freeze the shape's transformations (position or rotation). The collision shape's translation values have to match its corresponding joint's world space position or else it will appear offset when imported into Sansar.|