Difference between revisions of "Content Dev:IC Avatar Collision Shapes"

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Production instructions and restrictions:
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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 "cannot" exceed 16, and AP has an upper limit for calculating collisions.
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== Production Instructions and Restrictions ==
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*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 21:31, 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:

  • Caption 1
  • Caption 2
  • Parts Areas Quantity Direction
    A Head x1 Y-axis
    B Neck x1 Y-axis
    Shoulder to Chest x1 Z-axis
    Chest x2 Y-axis
    C Lower Chest x1 Z-axis
    D Limbs x8 Y-axis
    E Waist to the buttocks x2 Y-axis