Comments (3)
Sorry, I'm not really an expert on the V-HACD algorithm - I just ported the old 2.7x version of the Blender addon to 2.80. V-HACD is quite tricky to get to produce very optimal results in many cases, and I've struggled with it a lot myself to be honest.
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Thanks very much for your reply. One labor intensive workaround I've used is to slice up the object of interest into separate pieces (for instance using xy, xz, and yz planes), fit collision hulls for each piece, and then combine the resulting hulls.
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Yes, I've done things like that too, although in that case I often just use Blender's built in convex operator, since it uses the original vertices and fits more tightly.
I don't know if you are using these meshes for a game engine, but in the case of Unreal Engine you can also just make a low poly version of the mesh and assign it to the highest LOD and set the screen size to 0 so it is used for collision but is never rendered. I think convex meshes are still more performant, but even with tools like V-HACD, it can be time consuming to make them when you can't find the right settings.
Anyway, sorry I can't be of more help.
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Related Issues (13)
- Is it possible to get tighter collision meshes? HOT 4
- Object not found in Blender 2.91.0 HOT 1
- No "Convex Hull V-HACD" option from search results? HOT 3
- blender_2.92.0_vhacd can't run HOT 5
- No meshes to process in mac. HOT 1
- Error when using VHACD in Blender 2.82
- No meshes to process error on MacOS HOT 2
- Does not work with Blender 2.81 HOT 1
- probably n00b question
- No meshes to process! HOT 5
- Missing preferences in Blender Add-ons
- Addons not working in Blender 2.90+
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