To see collision, choose player collision in Lit tab
Or in Show tab, tick Collison, a wireframe will be seen on the mesh
To change the collision shape:
Volume → Mesh to Collision → Set Collision Type, choose Use Complex as Simple (precise shape but heavy load)
To modify to fit the mesh collision shape:
If the collision shape doesn’t fit to the mesh, change
1) geometry type:
e.g. Conex Hulls, then either untick Simplify Hulls, or increase Hull target face count
Optional: change collision type back to Simple and Complex or default, to reduce loading
2) Input mode:
To Per Mesh component, then can reduce max count
Part 4 (Manual set Collision):
Select Volume → Mesh to Collision. Then increases Max hulls per mesh (e.g to 5) for more precise collision on mesh:
To more advance use of Mesh to collision (use a duplication as a reference):
Create → Duplicate → Output type: Dynamic Mesh, Handle input: Keep Input
Use Tri Select in TriTools, select the area wanted to be tailor made. Hit on Disconnect in Mesh Edit (a red line shows on the mesh mean the selected area is disconnected from the mesh.
P.S. Use Optimize Border for detail removal of extra selected part
Click Clear tab to diselect the Tri Select tools area
Choose both the duplicated and origin meshes, click mesh to collision (the duplicated one will disappear)
Change input mode to Per Mesh Component (now see the origin mesh has different parts of collision: head, ears, tail. Shown in differnet color)
If want some parts no collision (e.g. ears). Select the duplicated mesh:
Use tri select to pick the ears → Delete
Choose both meshes again → Mesh to collision
Delete the duplicated mesh if no more change needed.
Method 2 for manual collision:
Tailor made added polygons on the meshes
e.g. Create → Polygon extrude (output mode: either dynamic mesh or volume, create rectangle and cylinder) :
modify the shape by using PolyGroup Edit):
Shapes, add Sphere as the collision on the bunnies:
Select all created shapes, click Mesh to Collision
Delete the polygon meshes just created
If want to reverse the process (i.e. change back the collision boxes created)
Use Collision to Mesh:
Collision Type: simple should be ok, try complex otherwise)
Tick Output Separate Mesh, Output type: volume
Volume mesh are created back in Outliner (modfiy them again and rechange to mesh to collision)
A quick way to just adjust the transform of collision box, in the mesh editor:
Show → Simple Collision
Choose the box and then move/rotate/scale them:
Now check in Player Collision in Lit, will see the change: