From 8b40128559d1820bc053562bcb8108a30a9c3f3b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Matja=C5=BE=20Lamut?= Date: Sun, 18 Apr 2021 15:14:36 +0000 Subject: [PATCH] Finish the section on how to set up collision shapes in Blender. --- .../modding/custom-models/pipeline-blender-collada.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/source/reference/modding/custom-models/pipeline-blender-collada.rst b/docs/source/reference/modding/custom-models/pipeline-blender-collada.rst index ac60febae..5af136f74 100644 --- a/docs/source/reference/modding/custom-models/pipeline-blender-collada.rst +++ b/docs/source/reference/modding/custom-models/pipeline-blender-collada.rst @@ -43,7 +43,7 @@ In Blender, use the Principled BSDF node with textures plugged into the correct Collision Shapes ================ -In Blender, have an empty object named ``Collision`` with child meshes. These meshes are regarded as collision shapes. TODO... +In Blender, create an empty and name it ``collision``. Any mesh that is a child of this empty will be used for physics collision and will not be visible. There can be multiple child meshes under ``collision`` and they will all contribute to the collision shapes. The meshes themselves can have an arbitrary name, it's only the name of the empty that is important. The ``tcb`` command in OpenMW's in-game console will make the collision shapes visible and you will be able to inspect them. Exporter Settings =================