FS17 | Giants Editor | Collisions | Rigid Body types | How To
Rigid bodies & Collision Masks
Rigid Bodies, If another object with rigid body tries to go through it, there will be a collision. There are three rigid body types;
These objects offer collision, but they can’t be moved, nor do they react to gravity.
These objects offer collisions with dynamic objects and can be moved in a predefined way. E.g. if you have a train that goes from A to B along a predefined path and a collision occurs with a kinematic object, the train will simply continue its movement, while the dynamic object will be pushed away. If the same train hits a static or another kinematic object, nothing will happen.
- trafficCollisionTrigger Collision Mask 102000
This kind of objects react dynamically to collisions and can’t be moved manually. The movement of dynamic objects is a result of external forces and isn’t predefined.
Generally, ‘dynamic’ is used for most collisions on a vehicle.
The (first In Senographe ) root node 0> of the main component mesh is usually a dynamic, compound rigid body, and the fixed position collisions that are part of that structure are usually dynamic, compound child rigid bodies.
I CAN’T CLICK COMPOUND CHILD!?!
Giants editor won’t let you select the compound child checkbox sometimes, but you can edit the file (.i3d) in a text editor and add
ROOT <Shape shapeId="1" name="ConcreteBarrierV1" dynamic="true" compound="true" collisionMask="8194" density="1.4" clipDistance="300" nodeId="126" materialIds="14,13" castsShadows="true" receiveShadows="true"> Changed to CHILD <Shape shapeId="1" name="ConcreteBarrierV1" translation="0 0 1.551" scale="1e-06 1e-06 1e-06" compoundChild="true" collisionMask="2105410" density="0.001" clipDistance="300" nodeId="151" materialIds="14,13" castsShadows="true" receiveShadows="true">
A collision mask is a bitmask that defines what your collision object can collide with.
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