- The term Collision can mean different things in different contexts.
Custom Static Asset Collision
By default, HeroEngine uses the Static Asset model to create a Collision Model for the server. This can now be overriden in HeroEngine_1_Release_40 by creating a simple model for Collision with "_Collision" as the suffix of the name for the Collision mesh and exported it with the Static Asset as one mesh file. A Material is not needed for the collision mesh.
Using the Hero Asset Tools can also help with Renaming objects with the proper suffix spelling.
See Current Exporter Package for latest Hero Art Tools for 3ds Max and Maya.
Download Example Static Asset LOD Collision for Max and Maya to see LOD and Collision example meshes.
Collision Only Assets
Collision and Fly Mode
If while looking around in Fly Mode you get "stuck", you may be bumped up against a wall or some other asset. Press the F2 key to turn Collision off, and then you should be able to move normally. Note: If the F2 key does not appear to be working, double check that F-Lock is activated on your keyboard.
To tell whether Collision is currently turned on or off, look at the HeroBlade Status Bar at the bottom of the viewport.
Collision and Particles
In Particle effects, particles can be set to either pass through assets and terrain, or collide with them.
Within the Physics system, Collision Representations are defined for each object, to determine how they collide with each other in the world. For more information and a tutorial on how this works, see Collision representation.
- Collision functions for particle effects
- Collision Geometry System - determines where NPCs may be able to move to
- Hero Export - for artists who wish to make Collision-Only Assets
- Properties Panel - has an entire section on different Collision toggles for any object
- Performance Panel - tracks time spent in the Collision System
- Current Exporter Package - Check for new updates to the Art Pipeline Package