Ok so heres the deal, our engine uses separate clip models for map models and the like in the game. These are very low detail, low poly models that are used simply for impacts and collisions in the world.
All fine and dandy, basic stuff.
But heres my problem:
![skeleton_ingame.jpg](http://www.team-blur-games.com/odium/skeleton_ingame.jpg)
I've made a skeleton model thats to be posed in maps an the like, standard fare. But making a low poly collision mesh for this is proving to be a bit of a pain in the arse.
So my question really is: "Is there an automated way to make a simple model based on an already existing one, or will I have to make all new geo?".
I've obviously made others before, by hand, with no issue. But this ones a bit more complex than a blummin tin can!!!
Replies
can't you just use really simple boxes. when I was building stuff for blitz indie stuff we just used one big sphere for collison.
You could take a simple mesh, like a quad ball, and shrink-wrap it(there are some functions in maya and max for this I think).
Edit... some possibilities on Scriptspot....
http://www.scriptspot.com/search/apachesolr_search/convex%20hull
But in a nutshell... you'd be able to make a convex hull or collection of convex hulls (if you need pieces for each bone) in a matter of seconds.
Hope this helps.