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cccskills
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collision-proxy

Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.

中文简介正在准备中。当前显示原文说明。

集成工具Blender
查看安装方法

包含的文件(3)

  • SKILL.md2.2 KB
  • references/collider-recipes.md299 B
  • references/engine-naming.md201 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Collision Proxy

Simple, stable colliders. Prefer primitives and convex pieces over render mesh.

When to Use

  • Game physics / blocking volumes
  • Unreal UCX export
  • Unity mesh or primitive colliders
  • Hitboxes for interactables

Workflow

Identify collision needs → Build proxies → Name correctly
  → Test overlaps → Export with render mesh

Collider Types

TypeUse
BoxCrates, walls, simple props
CapsuleCharacters, poles
SphereBalls, soft approximates
Convex hullOrganic / irregular single body
Multiple convex (UCX)Vehicles, complex props

Unreal Naming

UCX_SM_Asset_01
UCX_SM_Asset_02
  • Must match associated mesh naming rules for auto-association
  • Convex only for UCX

Unity Notes

  • Prefer engine primitives when possible
  • Mesh colliders: convex toggle for dynamic rigidbodies
  • Keep proxy collection exportable

Authoring Rules

  1. Slightly smaller than visual mesh to reduce snagging (project-dependent)
  2. No holes; watertight convex pieces
  3. Apply scale
  4. Origin aligned with render mesh
  5. Collection: COL_Collision_[Asset]

Validation

  • Player cannot fall through intended blockers
  • No huge invisible walls beyond mesh
  • Wheel/character capsules oriented correctly
  • Named for target engine

Constraints

MUST DO

  • Prefer few simple shapes over one complex mesh
  • Match engine naming conventions
  • Keep proxies in dedicated collection

MUST NOT DO

  • Use render LOD0 as physics mesh by default
  • Non-convex UCX for Unreal auto-convex workflows

Reference Guide

TopicReferenceLoad When
Collider Recipesreferences/collider-recipes.mdWhen needed
Engine Namingreferences/engine-naming.mdWhen needed

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