Difference between revisions of "3D Model Importer"

From Tabletop Simulator Wiki
Jump to: navigation, search
Tag: Visual edit
m (Reverted edits by 178.120.73.30 (talk) to last revision by Kimikats)
Line 10: Line 10:
 
== Collision ==
 
== Collision ==
 
* If you do not specify a Custom Mesh Collider .obj, then the game will calculate a box collider to fit your object.
 
* If you do not specify a Custom Mesh Collider .obj, then the game will calculate a box collider to fit your object.
* Custom Mesh Collider is just a way for you to have a collider that isn’t a box. It’s best to use a simplified version [[O0000|o]]<nowiki/>f your model with less than 255 triangles.
+
* Custom Mesh Collider is just a way for you to have a collider that isn’t a box. It’s best to use a simplified version of your model with less than 255 triangles.
 
* The reason is must have bellow 255 triangles is a an engine limitation on the complexity of a collision collider.
 
* The reason is must have bellow 255 triangles is a an engine limitation on the complexity of a collision collider.
 
* If you model is already sufficiently low poly enough you can use the same for the Custom Mesh Collider.
 
* If you model is already sufficiently low poly enough you can use the same for the Custom Mesh Collider.

Revision as of 12:38, 10 July 2018

The custom model importer allows you to import your own 3D models into Tabletop Simulator.

Tips

  • All models must be combined as one object for each .obj file.
  • It’s a good idea to triangulate your models before importing them
  • The Texture Image is the diffuse texture for whatever Material type chosen.
  • Material type changes the shader of the material and the sounds the object makes.
  • Type just controls how the object handles, some objects in the game have special properties (ex, figurines always right themselves up when picked up)

Collision

  • If you do not specify a Custom Mesh Collider .obj, then the game will calculate a box collider to fit your object.
  • Custom Mesh Collider is just a way for you to have a collider that isn’t a box. It’s best to use a simplified version of your model with less than 255 triangles.
  • The reason is must have bellow 255 triangles is a an engine limitation on the complexity of a collision collider.
  • If you model is already sufficiently low poly enough you can use the same for the Custom Mesh Collider.
  • You should only use a Custom Mesh Collider if a box collider will not work, due to performance (Box Collider is much more optimized in the physics engine)

Non-convex Collider

  • Non-convex checkbox allows you to have collision work with objects like the Chinese Checkers board which has indents in the board.
  • Convex colliders will fill in any indents or holes in the collider due to how it calculates the collider
  • The problem with Non-convex objects is that they do not collide with each other, so as I said above it’s best only used on a complex board.