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I’m importing meshes from Blender and trying to give them collision shapes. None of the build-in primitive shapes will work - I need the collision shapes to be more complex.
I read that if you select the mesh go 'mesh > create convex collision sibling" Godot would create a collision shape out of the mesh’s vertices, which is exactly what I want.
Problem: Godot does create a collision shape but it’s not even close to the mesh shape. It kind of looks similar but it’s twisted around and not nearly close enough.
How can I fix this?
OK I think I’ve gotten around this… I created the trimesh static body instead and fixed the patenting hierarchy. Trimesh static body does create a trimesh that exactly matches the imported mesh. Trimesh sibling collision shapes however don’t work too well. Shapes come up squashed on random axes, front to back and upside down…
Macryc | 2019-12-22 18:05