#when i compile my prop the model gets 1 single convex
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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.
what is boolean operations ?
the export settings are fine
@vagrant lake i can't find what is wrong
i have tried with another one and it have made the same problem
pls help
it look like he try to make multiple but its only making one
now i have WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
Sorry I'm here
what should i do ?
now its like this but its still not good
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
what can i do to fix that ?
To fix the thin geometry issue:
- **Thicken the Model: Use your CAD software's "Thicken" or "Extrude" tool to add material to thin areas.
- Check ScalingEnsure the model is correctly scaled to avoid unintended thinness.
- Adjust Thin Walls Strengthen walls that are thinner than 0.5 inches to meet manufacturing requirements.
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.
Please don’t just repost whatever ChatGPT regurgitates. It has no idea that you’re talking about gmod or how to fix it.
Two things are needed to export physics meshes.
- Every “hull” must be a closed convex shape.
- All hulls must be shaded smooth.
If there are any holes in the mesh, or if the hulls are connected to each other, studiomdl can’t determine if what it’s looking at is a valid shape.
You should be able to press L with your cursor under a hull, and it will only select the faces of that hull.
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.
You can also try modelling a shape around your visual mesh, and use the Convex Hull operation to make sure it’s valid.
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
What you can and can't do
And before you export, make sure to apply all transforms (Ctrl + A) and also shade smooth the meshes (W)
You'll need to create multiple pieces on the physics model
Simply export them as the same mesh or collection
Make sure the physics are also paired to the main prop model's skeleton
Thanks
its says WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
i don't want it to make only one single convex
Yeah, that's why you should always make unique models for physics
i can't make a good model
It doesn't need to be good
You can literally achieve physics for that with like three cubes
This desk here
I gave it physics using like four cubes
idk how to make that for this
i want a good phys
You can literally just do this with cylinders.
Yeah, that's going to achieve it
Physics models aren't meant to be detailed
i have made a low poly version with a cube hope it works
WHY IS IT NOT WORKING
I HATE THIS STUPID WORM
all hull are shaded and separate
A note here:
Just make sure they aren't two identically sized faces intersecting, else it'll merge them
Easy enough to prevent though
shaded it make a strange texture
even with the auto collision maker its not working
this has to work
...
because this is concave
and that's.. not low poly
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
remember, the physics mesh is never intended to be seen.
it's only there to give the physics engine a body to work with
otherwise your mesh is just a floating set of cool looking triangles
yeah that's decent, I may make a suggestion for you though
If you can't be arsed to create a physics mesh properly, there's always V-HACD
for reference, this is considered a complex ragdoll by HL2 standards
put this in your qc, you prolly don't need that many convexpieces
i'd also recommend simplifying your collision mesh further
just for the sake of your sanity, and the engine's
i also recommend enabling statistics in blender so you can see exactly how many triangles the model uses
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
you can also simply do this in blender if you want a simple way of making a collision mesh
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
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
another useful page is here https://developer.valvesoftware.com/wiki/Category:QC_commands