Tabletop Simulator

Tabletop Simulator

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MrJane Mar 29, 2017 @ 9:19am
Turn off Collision?
Is there any way to completely turn off collision? So that pieces will go through one another, but not through the table?

I have a D&D group and the first time we played, it was hard to get the token to stay in place sometimes. They'd just barely touch the wall or a pillar (even though it didn't look like they were), so they'd tumble over or whatever. It was annoying.
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Showing 1-15 of 33 comments
Sekkuar666 Mar 29, 2017 @ 9:23am 
Options > Game Options > Physics
Mark "semi-lock" or "locked"
MrJane Mar 29, 2017 @ 9:27am 
That helps, and I've already done this, but it doesn't solve the problem with collision. If I have, say, a dragon with a long tail, and the tail touches a stalagmite in cave, the dragon still topples over.
Sekkuar666 Mar 29, 2017 @ 9:42am 
Originally posted by MrJane:
That helps, and I've already done this, but it doesn't solve the problem with collision. If I have, say, a dragon with a long tail, and the tail touches a stalagmite in cave, the dragon still topples over.
Yeah, you're right, I noticed the same.

I thought the locked physics was supposed to avoid this, but apparently the piece being moved still gets affected by gravity even though the locked physics.

I think the only way to get around it, and it is a cumbersome way, would be to change the figurine physics to give it an absurd amount of drag, so it wouldn't be affected by gravity anymore as the drag would keep it "floating" in place.
Sekkuar666 Mar 29, 2017 @ 9:43am 
Or maybe to give your scenario pieces a very tiny collider.
MrJane Mar 29, 2017 @ 9:49am 
Well, putting a large drag on them causes the piece to float in the air whenever I move them (even with Lift set to almost nothing). Pressing "T" to bring them down doesn't seem to work.

I don't know how to give them a tiny collider? Are there instructions somewhere for this?
Last edited by MrJane; Mar 29, 2017 @ 9:50am
Sekkuar666 Mar 29, 2017 @ 9:58am 
Originally posted by MrJane:
I don't know how to give them a tiny collider? Are there instructions somewhere for this?

right click your object then select "custom"
You should see 4 input fields, the last one named "collider"

Paste this link there and then hit "import"
https://www.dropbox.com/s/tf36npbn8wln5oq/BallColliderSmall.obj?dl=1

Important to note that because of this tiny collider, your piece will sink on the table, so you will need to lock it in place and move with the gizmo.
MrJane Mar 29, 2017 @ 10:01am 
Hmm. Having to lock and use gizmo is not really ideal during play. It would really slow down the game. I could try it, but I'm not sure...
Sekkuar666 Mar 29, 2017 @ 10:10am 
Yeah, not a lot of options.
Unless you make your own custom colliders for each piece, which would be a hell of a lot of work, and I'm not sure how to do it.
MrJane Mar 29, 2017 @ 10:14am 
Would you need a collider for each piece? Or could someone build a very thin collider with a base on it that could be used for all tokens? I have no idea how to do that, but maybe I could ask the community if someone has such a thing...
Last edited by MrJane; Mar 29, 2017 @ 10:14am
Sekkuar666 Mar 29, 2017 @ 10:21am 
I'm not 100% sure on this, but I believe the collider needs to be relative to the model.
So, depending on different model sizes, the same collider may show different results.

As for how to make a collider, as far as I know, it is just a regular .obj 3D model.
Usually the same .obj used for the model itself can be used as collider to give the object collisions that match 100% of the visual model.

Most people use Blender to create their models. I tried once, and it is complicated as hell.
MrJane Mar 29, 2017 @ 10:25am 
Well, I put the question on the boards. Maybe someone that knows more about it than you or I will help me out. *fingers crossed*

Thanks for the suggestions!
Jim (Lucky seven) Mar 29, 2017 @ 11:01am 
Post up some pictures on the boards for reference and you'll get pointed in the right direction. TTS uses a Default Box collider unless told otherwise so its basically creating the smallest box that your model can fit inside and using that for collisions.
Baryonyx Mar 29, 2017 @ 4:03pm 
Making a good collider for a model is pretty easy. Post up the link to the model and I can see if I can do something.
Or maybe I should create a guide...?
MrJane Mar 29, 2017 @ 4:37pm 
A guide would be best if you have the time. I'm sure there's others out there too that would find it useful. That way I can recreate it for the other tokens as well.
Sekkuar666 Mar 29, 2017 @ 7:02pm 
I'd love to see a nice guide too
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Date Posted: Mar 29, 2017 @ 9:19am
Posts: 33