Sollumz
2.5
2.5
  • 👋Welcome
  • 📋Features
  • 📗Getting Started
    • ðŸ“ĨInstallation
    • 🍀Creating Your First Asset
  • ðŸ”ĻSupport
    • ❔FAQ
    • 💎Getting Help
    • ⚠ïļFiles not supported by Sollumz
  • 📚Tutorials
    • 🌐Creating Static Meshes
    • ðŸ’ĨCreating Static Collisions
    • 🏠Creating Interiors [TODO]
    • ðŸŽļCreating Props
      • âšŦSetting Up Sollumz Shaders
      • 🌐Converting To Drawable
      • ⚩Creating the Archetype (.ytyp)
    • 🚙Creating Vehicles
      • 📑Setting Up the Model and Materials
      • ðŸĶīPositioning Bones
      • ðŸšĶVertex Groups, Hierarchy, and Armature
      • ðŸĒLOD Assignment
      • ðŸ“ĪExporting
    • ðŸ”ŦCreating Weapons [TODO]
    • 🎎Basic Animation Editing [TODO]
    • 👕Basic Clothes Editing
  • 📄Documentation
    • 🌐Drawables (.ydr)
      • Level of Detail (LODs) Editing
      • Rigging
    • 🚙Fragments (.yft)
      • Bone Physics
      • Collision Physics
      • Prop Setup
      • Vehicle Setup
        • Import Settings
        • Vehicle Windows
        • Light IDs
        • Paint Colors
        • Wheels
        • Export Settings
      • Vehicle Shaders
    • 🗂ïļDrawable Dictionary (.ydd)
    • ðŸ’ĨCollisions (.ybn)
    • 🎎Clip Dictionary (.ycd) [TODO]
    • 📇Archetype Definition (.ytyp)
      • Archetype Flags
      • Archetype Extensions
    • 🗚ïļMap Data (.ymap)
    • ðŸ’ĄLighting (.ydr)
      • Light Flags
      • Flashiness Values
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  • Rigging Collisions
  • Setting Mass
  • Volume and Inertia

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  1. Documentation
  2. Fragments (.yft)

Collision Physics

PreviousBone PhysicsNextProp Setup

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Each separable part of a Fragment must have an associated collision object in order for physics to work. This means each bone with Use Physics enabled should also have a collision object linked to it.

Rigging Collisions

You link collisions to bones the same way you link Drawable Models to bones as described in .

Setting Mass

Each collision object under a Fragment also has a Physics subpanel where you can define its mass.

Auto Mass Tool

There is also a tool for automatically calculating mass based on the collision material's density and the object's volume. Navigate to Sollumz Tools > Fragment > Set Mass. There you will find the Calculate Collision Mass tool.

In order for this tool to work, the collision object must have a collision material added.

Volume and Inertia

Volume and Inertia are essential physics properties for collisions. You can find these options under Object Properties > Sollumz.

Typically when creating completely custom collisions, you would auto-calculate these values during export, as calculating these involves a lot of math relating to the dimensions and shape of your collisions.

📄
🚙
Drawables (.ydr) > Rigging
Collision object linked to bone via a Child Of constraint
Object Properties > Sollumz > Physics
Sollumz Tools > Fragment > Set Mass
Object Properties > Sollumz
Export Codewalker XML > Collisions