Content Dev:IC Avatar Collision Shapes

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Revision as of 21:54, 18 August 2020 by Chuck (RL) (Talk | contribs) (CC3+ Basic Collision Shape Structure)

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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 sloped 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

We recommend you download the CC3+ Neutral ini file to start off the adjustment process.

Production Notes

The collision shape for the upper chest to the shoulders should be embedded into the neck.

  • ✘ Wrong: The collision shape sticks, producing a gap between the back and the hair.
  • ✔ Right: When placed closer to the neck, allows the hair to fall properly to the back.