The Foundry MODO to Unreal Engine 4 - Custom Collision Meshes

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UE4 needs collision hulls for static meshes. It can create these in the majority of the cases, but sometimes it doesn't work or it's negative for game performance. This is when custom collision meshes come in. Seneca Menard's latest scripts can be found here:
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Thank you so much for this and the previous two MODO to UE4 videos. I think this is really a jumpstart to UE4 for us MODO users. Thanks again for all your time you have put into all these tutorials. All my best wishes, Luca

lucafineste
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Thank you, Peter! I really appreciate your UE4/modo videos!!!

RyderSpearmann
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Another awesome Video Peter!!! Very informative and helpful!

Ken-usxf
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Hi Peter great video.

Just thought I'd let you know that your collisions don't have to be quads when convex. When you split the stair collision in MODO to make all polys quads, you could leave the end polys as triangles.

Because the collisions are CPU calculations you want to have as few polgons as possible.

You could have also taken a poly or two off the cylinders you used for the rail collision but that is to your (or your performance budget) discretion.

Variarte_
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hey Peter, why do you have to separate the rails and stars into multiple collision meshes ?

remon
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Hi Peter, Long time no see, How are you ? for a long time i don't see any tutorials from you .Are you busy or stop make new video?
Hope you can return .
i don't know how to contact with you so i comment in here. Hope you can see this letter .

Salt_CoffeeZ