I’m using Blender. I know that if I add “-col” to the object name in Blender and then import the mesh to Godot, Godot creates a collision mesh equal to the object’s mesh. However, this, for my purposes, is too extreme. I’m doing low poly-ish models. If I have a wall with 1000 faces, I do not need a collision mesh containing 1000 faces. A scaled cube will do. Of course, I could create a separate collision mesh in a separate file, but I find it odd that the “-col” option exists, but that I cannot find any way to make a separate collision mesh. I even tried creating a sub-mesh with the same name + the “-col” with a lower poly count, but both get imported and displayed and in this case, no collision mesh is generated.
I think you could try ‘-colonly’. im sure its worked for me but it doesnt work on instances afaik
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Here are the relevant docs for the -colonly suggestion by pizza_delivery_man
Depending on your workflow you could also decouple your visual model from the physics completely. That is; create a scene that has the imported modal as a child and then you can manually create whatever physic bodies and collision shapes you want in Godot. This would only really work if you only need primitive collision shapes, like boxes and spheres etc. Just thought I’d mention it as an alternative idea!
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