I’m trying to build a specific test in the physics environment that fails. I’m trying to create a convex shape from a mesh for a rigid body. It must obey gravity. It must be a convex, trimesh or a collision shape. It can be a hollow can or it can be a simple torus. But, it doesn’t collide with the cylinder that’s supposed to catch it in the middle. It will fall through and strike the floor. It’s a simple exercise I’m basically trying a wooden ring stacking game. Or, trying to capture a ball in a bell. But, the physics don’t recognise a convex collision on the inside of the mesh. Maybe I can flip the mesh vertices? If that’s a thing in Godot.
Yes. The symptoms you’re describing. My guess was trying to use a basic boolean shaped mesh. Maybe cut the torus in half and try it that way. But, that’s only available with the CSG Combiner. That only works for CSG Primitives. My guess CSG>Mesh>Collision is out of the question. I may try it with some Maya/Max meshes later. Thank you some much for replying to the question. It appears I can now predict this problem before attempting anything similiar.
Well, the using the CoACD algorithm to automatically break it up in blender is pretty painless with the scripts I linked (you do also need to download the CoACD bimary from its repo).
If you wanted to avoid all that you could make some quick and dirty colliders within Godot.
Make a rigidBody3d
Use your mesh for visuals only (meshInstance3d as child of rigidbody)
Add multiple basic convex collision shapes (boxes?) to approximate the shape
I am pretty sure you can do that all within the Godot editor