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Question This is a question about Unity asset collider.

fikado1

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I posed a daz3d prop, exported it as fbx, and then imported it directly into Unity.
However, even though I checked generate collider, physics was not applied, so I applied a mesh collider this time. However, the green mesh does not fit the object. Is there a way to fix this?
 

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Solution
There are several ways to achieve that. It's one of them, and it's the destructive one (if you save the file).

If you don't know blender, an excellent way to learn it and understand it is to try for yourself... don't ask for confirmation if you're looking for infos on the internet, do it already... blender is not gonna bite you and it's not like you can't backup your file ;)
Open the fbx in Blender. Export the object with the pose baked and no rig.
The mesh collider is always the native mesh without skin renderer... if you don't bake the mesh position/pose, you will get that behavior.

Side note: if this is a licensed daz3d prop, don't share it on the hub.
 
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Open the fbx in Blender. Export the object with the pose baked and no rig.
The mesh collider is always the native mesh without skin renderer... if you don't bake the mesh position/pose, you will get that behavior.

Side note: if this is a licensed daz3d prop, don't share it on the hub.
😳~Open the fbx in Blender. Export the object with the pose baked and no rig. The mesh collider is always the native mesh without skin renderer... if you don't bake the mesh position/pose, you will get that behavior.
🤯~I can't understand this passage...
 
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It is a skinned mesh. A mesh that has a rig system with bones to animate it.
It's default "shape"/position is not the same as the one in the animations as the bones will move parts of the mesh.
 
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Open the fbx in Blender. Export the object with the pose baked and no rig.
The mesh collider is always the native mesh without skin renderer... if you don't bake the mesh position/pose, you will get that behavior.

Side note: if this is a licensed daz3d prop, don't share it on the hub.
Sorry for the late reply. I don't know much about Blender, so I asked on Chatgpt.

Bake the Pose to the Mesh
If you want to apply the pose permanently and remove the rig, follow these steps:

A. Apply Pose to Mesh (Bake the Pose)
Select the Armature and switch to Pose Mode
Adjust the pose as needed
Select the Mesh Object and enter Edit Mode (Tab key)
Press A to select the entire mesh, then:
Go to Object → Apply → Modifiers Apply
Or use Ctrl + A → All Transforms
Now, the mesh will be fixed in the current pose.

Is this the correct procedure?
 
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There are several ways to achieve that. It's one of them, and it's the destructive one (if you save the file).

If you don't know blender, an excellent way to learn it and understand it is to try for yourself... don't ask for confirmation if you're looking for infos on the internet, do it already... blender is not gonna bite you and it's not like you can't backup your file ;)
 
Upvote 0
Solution
There are several ways to achieve that. It's one of them, and it's the destructive one (if you save the file).

If you don't know blender, an excellent way to learn it and understand it is to try for yourself... don't ask for confirmation if you're looking for infos on the internet, do it already... blender is not gonna bite you and it's not like you can't backup your file ;)
😳~Oh, I roughly understand what you are talking about. You are talking about a building that can move, right? For example, a house that can open windows and doors. Right? When the door is opened, the door's collision body should also move, right?
 
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