Tabletop Simulator

Tabletop Simulator

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Hitboxes
Ive been making my own custom models for this game, and is it just me (♥♥♥♥♥♥♥ up) or are the hitboxes in this game really weird
the models im making are having hitboxes that are completely different to the actual model itself, im not even talking forming a simple cube from biggest point to biggest point or anything, the 'cube' seems to extend well beyond where any point of the model even reaches

if anyone has any advice on this id appreciate it because it's gonna really poop on my party if its unavoidable
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Showing 1-5 of 5 comments
Persona Aug 3, 2016 @ 12:49pm 
without seeing the model itself if it doesnt have a Collider it will act as a box shape model.
kiro the avenger! Aug 3, 2016 @ 12:51pm 
Originally posted by Persona:
without seeing the model itself if it doesnt have a Collider it will act as a box shape model.
noob question: whats a collider? as it applies to this situation
Baryonyx Aug 3, 2016 @ 12:57pm 
A collider mesh is something you can make that will replace the automatic box collision for your model. If you think your model's collion box is too big, make a simple cube model that you put in your actual model (it needs to align with your model's base or feet in blender) and then apply it in the simulator.
Note that however this collider will also define where you can grab it, so if you make your collider really small, you might have a hard time picking it up.
Last edited by Baryonyx; Aug 3, 2016 @ 12:58pm
Originally posted by Baryonyx:
A collider mesh is something you can make that will replace the automatic box collision for your model. If you think your model's collion box is too big, make a simple cube model that you put in your actual model (it needs to align with your model's base or feet in blender) and then apply it in the simulator.
Note that however this collider will also define where you can grab it, so if you make your collider really small, you might have a hard time picking it up.
that sounds pretty easy :) thanks
Eskander Aug 4, 2016 @ 7:20am 
If the model isn't too terribly complicated, you can also just use the same .obj link to fill in the collider field. I'm not sure if there is some issue with this, but fixed some of my model's collision problems I experienced.

Also I believe selecting convex vs non convex affects the collisions as well.
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Date Posted: Aug 3, 2016 @ 12:45pm
Posts: 5