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  1. #1
    MSgt. Shooter Person
    Join Date
    Mar 2012
    Posts
    46

    Default Importing custom collisions (3Ds Max to UDK)

    Hey everyone!

    I'm trying to make a doorway in 3Ds Max 2012, and I don't like the UDK collisions that it makes for my doorway. Because of this, I started to try to figure out how to make my own collisions in 3Ds Max, and it looks like it would work fine, and I followed all the steps in the tutorial I was watching (vid below). When I import the mesh as a Static Mesh, it ether: imports with just 1 block collision or: no collision imported.

    In 3Ds Max, I have 3 blocks that are suppose to be the collision model (around the sides and top of the doorway), and I have the collisions on a different layer.

    Any help would be much appreciated! I can post pics if needed!

    -Hamstamps

    vid:

    http://www.youtube.com/watch?v=rdcGe9PPyao

  2. #2
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,065

    Default

    Make sure to name the doorway something, so for example, "DoorwayMesh". Your collision blocks should be convex shapes named "UCX_DoorwayMesh_01", "UCX_DoorwayMesh_02", and "UCX_DoorwayMesh_03". Also, make sure the collision boxes aren't touching each other by leaving a tiny bit of space between them. Then just select the doorway mesh and the collision boxes, delete their history, and export as an FBX.

  3. #3
    MSgt. Shooter Person
    Join Date
    Mar 2012
    Posts
    46

    Default

    How would I delete their history? I'm still learning how to do stuff in 3Ds max 2012 (it's mostly more of the advanced stuff now (or I think it is....))

  4. #4
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,065

    Default

    Ah right, that's a Maya thing. But I found this thread on another forum that explains how to do it in Max:

    http://www.polycount.com/forum/showthread.php?t=67132

    Make sure the pivot point of the mesh is also on the origin (0, 0, 0) in max. I don't know if the collision boxes need their pivots there to but I'm fairly certain all of the transforms of the mesh and the collision boxes need to be reset to 0 in X, Y, and Z for scale and location.

  5. #5
    MSgt. Shooter Person
    Join Date
    Mar 2012
    Posts
    46

    Default

    I just removed all the collision meshes from each other (the vid said to combine them), and it worked! Thanks!


 

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