#when i compile my prop the model gets 1 single convex

1 messages · Page 1 of 1 (latest)

static fable
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Hi when i compile my prop the model gets 1 single convex but its supposed to have more

vagrant lake
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Your model likely merges into one convex shape due to either boolean operations, mesh simplification, or incorrect export settings. Double-check those factors based on the software you're using.

static fable
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what is boolean operations ?

static fable
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@vagrant lake i can't find what is wrong

static fable
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pls help

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it look like he try to make multiple but its only making one

static fable
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now i have WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!

vagrant lake
static fable
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what should i do ?

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now its like this but its still not good

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WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!

static fable
vagrant lake
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To fix the thin geometry issue:

  1. **Thicken the Model: Use your CAD software's "Thicken" or "Extrude" tool to add material to thin areas.
  2. Check ScalingEnsure the model is correctly scaled to avoid unintended thinness.
  3. Adjust Thin Walls Strengthen walls that are thinner than 0.5 inches to meet manufacturing requirements.
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The warning you're seeing indicates that your model has very thin geometry along at least one axis, likely less than 0.5 inches. This could cause issues with manufacturing, particularly in 3D printing or milling.

untold meteor
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Please don’t just repost whatever ChatGPT regurgitates. It has no idea that you’re talking about gmod or how to fix it.

untold meteor
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You should be able to press L with your cursor under a hull, and it will only select the faces of that hull.

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To build convex hulls, in edit mode, select any group of vertices (such as those in a box or nearly cylindrical shape), and press F3 - Convex Hull. Blender will convert those vertices into a convex. It may need to be cleaned up further, but generally, you can press Y to rip the convex away from the base mesh.

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You can also try modelling a shape around your visual mesh, and use the Convex Hull operation to make sure it’s valid.

humble slate
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I'd suggest making a custom physics file for the mesh, I personally tend to do so since bends that go inwards simply cannot be convexed

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What you can and can't do

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And before you export, make sure to apply all transforms (Ctrl + A) and also shade smooth the meshes (W)

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You'll need to create multiple pieces on the physics model

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Simply export them as the same mesh or collection

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Make sure the physics are also paired to the main prop model's skeleton

static fable
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Thanks

static fable
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i don't want it to make only one single convex

humble slate
static fable
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i can't make a good model

humble slate
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You can literally achieve physics for that with like three cubes

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This desk here

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I gave it physics using like four cubes

static fable
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idk how to make that for this

humble slate
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cubes

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Like two cubes

static fable
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i want a good phys

untold meteor
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You can literally just do this with cylinders.

humble slate
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Physics models aren't meant to be detailed

untold meteor
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Like so

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(Yes, they are clipping. Source doesn't care if the physics hulls clip.)

static fable
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i have made a low poly version with a cube hope it works

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WHY IS IT NOT WORKING

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I HATE THIS STUPID WORM

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all hull are shaded and separate

humble slate
static fable
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shaded it make a strange texture

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even with the auto collision maker its not working

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this has to work

untold meteor
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and that's.. not low poly

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gotta be at least a thousand tris on just that mesh alone, imagine how many times the physics is trying to iterate on each and every single individual face, every 1/66th of a second

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remember, the physics mesh is never intended to be seen.

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it's only there to give the physics engine a body to work with

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otherwise your mesh is just a floating set of cool looking triangles

untold meteor
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If you can't be arsed to create a physics mesh properly, there's always V-HACD

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for reference, this is considered a complex ragdoll by HL2 standards

ashen gorge
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i'd also recommend simplifying your collision mesh further

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just for the sake of your sanity, and the engine's

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i also recommend enabling statistics in blender so you can see exactly how many triangles the model uses

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studiomdl.exe (basically the mdl compiler) will automatically shrinkwrap the collision mesh if $concave is not defined, alongside shrinkwrapping convex pieces that go above the maxconvexpieces limit you defined in the qc

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it does turn it into a single convex mesh though so if you want a slightly more complicated collision mesh, you could either select certain parts and convex hull individual sections, or make one from very simple geometry like cylinders and cubes and whatnot

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the valve developer wiki has a ton of useful information regarding qc files, model compilation, texture stuff and whatnot, so i generally recommend reading up on some stuff there as well