Difference between revisions of "Content Dev:IC Avatar Collision Shapes"
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+ | {{Parent|Content_Development#CC_Content_Development|CC Content Development}} | ||
− | *The number of Collision Shapes in the whole body of each character | + | == Production Instructions and Restrictions == |
+ | |||
+ | *The number of Collision Shapes in the whole body of each character cannot exceed 16 (there is an upper limit for calculating collisions). | ||
*Do not use Box for Collision Shape when Create New. | *Do not use Box for Collision Shape when Create New. | ||
*Try not to circle the Collision Shape beyond the scope of the Mesh, especially the head. | *Try not to circle the Collision Shape beyond the scope of the Mesh, especially the head. |
Revision as of 20:31, 17 August 2020
- Main article: CC Content Development.
Production Instructions and Restrictions
- The number of Collision Shapes in the whole body of each character cannot exceed 16 (there is an upper limit for calculating collisions).
- Do not use Box for Collision Shape when Create New.
- Try not to circle the Collision Shape beyond the scope of the Mesh, especially the head.
- Collision Shape from the upper edge of the chest to the shoulders, placed in the area of the neck.
- The limbs try to use the widest area of the Mesh as the diameter of the Collision Shape, especially the thighs.
- The Collision Shape of the torso must be coherent, without gaps.
- Be sure to weigh the ass and chest to avoid side leakage.
- Recommendation: Try to use Capsule shape for the chest to prop up the slope for the area between the clavicle to chest.
CC3+ Basic Collision Shape Structure
The collision shapes below are all capsules: