I’m trying to allow collisions with two or more complex meshes. I use primitives like Boxes, spheres, cylinders to cover the mesh for the collision. I do everything in blender and it seemed to work well.
But I noticed some problems with my way doing it. Sometimes, collision is done without “touch” between colliders like the impostor was bigger or with another rotation. Sometimes it just pass through, specially at corners.
The physics debug panel show the impostors with strange sizes. Always smaller but with correct rotations.
It seems to be correlated when I parent colliders to an empty compound object. If I do a simple box with impostor, the impostor size is correct. When parenting to a compound body, it’s smaller. It’s still working (strangely) but if I rotate it following quaternion advice from the docs, it behaves like not rotated (but the impostor is in good rotation).
My actual blender workflow is like that:
-the actual visual mesh with scale(1,1,1), rotation (0,0,0),position(0,0,0). Origin as center of mass and snap the object to center of grid.
-creating colliders in object mode so the scale can be (2,6,1), rotation(x,y,z) and a position. Origin as center of mass.
If I rotate the mesh in edit mode so manipulating the vertices, the rotation in babylon for the impostor will be wrong.
Thanks for help