Tabletop Simulator

Tabletop Simulator

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Help making simple drawer/box model
I know there is an existing simple drawer mod but I am trying to construct something similar of my own from the ground up just to understand how such things work. I've tried doing this in Blender and have scaled a box up to roughly 1' on each side. Then I hollowed it out and solidified the edges to give it some density. I exported the mesh as a .obj file and imported in TTS using the .obj file as the model and the collider. However, it still seems to use a simple bounding box for collisions and I am unable to drop anything into the inside of the open top box, they just float on the top.

Can anyone give suggestions on how to construct this? I want to start with a basic open box then move up to creating a more specific container for the various components of the game, letting me organize them nicely and set them off to the side.
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Showing 1-5 of 5 comments
Cleril Apr 11, 2019 @ 8:14pm 
Collider only works in two instances:

Locked objects will use the collider, don't need to click "non-convex."

If you want the object to move while retaining its custom collision "non-convex" needs to be selected and you must use a compound collider (i.e the collider needs to be 2+ separate meshes).

Make sure your collider is less than 255 polygons. Remember that your collider does not need to be the same model as the visual model. You can simplify the original model if needed to a series of cubes.
Izanagi Shinobu Apr 11, 2019 @ 9:13pm 
In this case it seems like I might need to make my model /more/ complex since right now it's a single mesh of just a box with no top.. I'd have to split it into two meshes then?
ulia  [developer] Apr 11, 2019 @ 10:11pm 
Concave colliders have to be on static objects meaning for things like bowls, boxes and stuff with holes in it you do not have the option to use a single collider and an object that is not locked if you want it to contain items.

You can however spoof this system by using multiple convex colliders, as an example forming the 4 walls and bottom of the box using rectangles. For your own sanity, use Unity for anything more than basic shapes, your desired outcome is an excellent reason to learn it.

Here's a guide that covers the basics, including specifically how to make this drawer thing you want to make. https://steamcommunity.com/sharedfiles/filedetails/?id=1343252582


Izanagi Shinobu Apr 13, 2019 @ 11:51pm 
Originally posted by CHRY:
Concave colliders have to be on static objects meaning for things like bowls, boxes and stuff with holes in it you do not have the option to use a single collider and an object that is not locked if you want it to contain items.

You can however spoof this system by using multiple convex colliders, as an example forming the 4 walls and bottom of the box using rectangles. For your own sanity, use Unity for anything more than basic shapes, your desired outcome is an excellent reason to learn it.

Here's a guide that covers the basics, including specifically how to make this drawer thing you want to make. https://steamcommunity.com/sharedfiles/filedetails/?id=1343252582

Thank you so much for this reference. The Asset Creation guide here and creating my first AssetBundle and the mesh working with the collisions the way I would like.
Bacon Apr 14, 2019 @ 5:44am 
Originally posted by Izanagi:
I know there is an existing simple drawer mod but I am trying to construct something similar of my own from the ground up just to understand how such things work. I've tried doing this in Blender and have scaled a box up to roughly 1' on each side. Then I hollowed it out and solidified the edges to give it some density. I exported the mesh as a .obj file and imported in TTS using the .obj file as the model and the collider. However, it still seems to use a simple bounding box for collisions and I am unable to drop anything into the inside of the open top box, they just float on the top.

Can anyone give suggestions on how to construct this? I want to start with a basic open box then move up to creating a more specific container for the various components of the game, letting me organize them nicely and set them off to the side.
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Showing 1-5 of 5 comments
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Date Posted: Apr 11, 2019 @ 7:29pm
Posts: 5