str8g8 on 27/2/2006 at 12:37
What I do is run the collisionmaker script once, and then delete the mesh (it's usually too hi-poly) and make new ones from scratch, but making sure to parent your new shapes to the same node as the one I deleted. It doesn't seem to matter what it is called, so long as it has the correct hierarchy.
The problem might be with your collision shape itself. Non-convex shapes in particular will simply not work with havok - for a dooor frame, for instance, you would need to make it out of three seperate boxes. The other thing is to make sure there are no local transforms on the collision geometry (by using reset xform) and that they share the same pivot as the object.
The other option is if your door frame is fairly low poly to begin with, is just make the collision "exact" so that havok uses the actual mesh of the object for collision - I've done this for my doorframes. :)
mrys on 27/2/2006 at 13:19
So your method is the same that I used. Thanks for hint about three part CH for doorframe. My doorframe is as low poly as possible, so "exact" will be good, but I have some meshes with more complicated shapes (for example bridge over the river) and custom CH would be good solution to make FM playable.
STiFU on 27/2/2006 at 13:45
Just take care to check the polycount of all collision-hull-objects together. It can happen that it is higher than the polycount of the smesh. If that happens it is better not to generate a collision hull and use the "exact" method.