Source Engine Collision Tools:Blender 建模插件

下载来源:Blender Extensions。
Blender 官方扩展库收录Blender 插件

资源介绍

Generate & optimize collision models for use in Source Engine

Compatibility: Blender 4.2.0+

官方介绍(中文整理)

生成并优化用于源引擎的碰撞模型。

Blender (3.x至5.x) 用于生成和优化碰撞模型以用于源码引擎游戏(即TF2、GMOD、L4D2)的生成和优化撞撞模型的添加(3.x至 5.x)。

功能特点

有些特性是可自定义的, 可以通过可选设置进行调整。 还有一个“ 推荐设置” 按钮将自动猜测您在目前选中的活跃对象基础上的最佳设置。 请注意, 所有“ 基因” 特性都支持 Decimate View 设置, 以自动降低 生成的碰撞模型的复杂性。

  • 通过分节生成碰撞 – 为目前选定的每个对象生成一个碰撞模型,将模型平均分为各节。
  • 从 Weights 生成相碰撞 – 根据每个天体的操纵重量( 如果有的话) 生成当前选定天体的相撞网格。 可用于为 Garry 的 Mod 快速创建 rashdall 物理网格
  • 从脸部生成碰撞 – 根据网状表面/多边形生成每个当前选定对象的碰撞模型。
  • 通过UV映射生成碰撞 – 根据每个物体的UV地图为当前选定的物体生成碰撞网格。每个UV岛成为单独的船体。
  • 试图只产生“ 裂变目标” 设定指定的壳体数量。 即 4 的“ 裂痕目标 ” 将尝试将模型分成4个部分。
  • 请注意, 细胞断裂配方需要先在您的 Blender 偏好中启用 !
  • 拆分对撞模型 – 将选定的碰撞模型拆分成多个独立的物体,每个部件的船体不超过32个。 (如果需要,可定制“ 32” 数量)
  • 兼并相邻的类似船体 — — 与类似的相邻船体合并,积极降低船体的最终数量,产生(可能)不那么准确的、但性能更强的模型。 相似性基于船体的面容和体积。
  • 删除/冶炼/选择 Thin Hulls — — 能够迅速分离、合并或移除比所有其他船体大为小得多的任何软壳的薄度工具。
  • 强制控制装置 – 强制每个选定的碰撞模型中的所有现有船体都成为裂纹。 在使用Blender的内置化成型器对现有的碰撞网格进行修饰后, 特别有用, 以确保任何被毁坏的船体仍然是裂纹的。
  • 发现/拆除内壳 — — 发现和(可选择的)清除完全或几乎完全埋在其他船体中的船体。
  • 支持通过 QC 覆盖系统添加自定义 QC命令。 例如, 允许您在所有生成的 QC 文件中添加自定义的“ $ 比例尺” 或“ $$ 表面prop” 命令。
  • 生成 Ragdol QCI – 生成每个被操纵的相撞网格的 ragdol. QCI 文件, 并自动生成 $collision international 线条。 您可以在您主 QC 文件中包含 $ 的命令来装入.QCI 文件。
  • 更新 VMF – 通过自动添加尚未添加到地图上的分隔/分割碰撞模型, 更新选中的 VMF 文件。
  • 清理重复碰撞 – 删除用户指定的 VMF 文件中发现的任何重复碰撞条目(“phys_part ”)。
查看官方原文摘要(English)

Blender (3.x to 5.x) addon for generating and optimizing collision models for use in Source Engine games (ie. TF2, GMod, L4D2). Works best when combined with the Blender Source Tools.

Features

Some features are customizeable and can be tweaked via optional settings. There is also a "Recommended Settings" button that will automatically guess the best settings for you based on the currently selected, active object. Note that all of the "Generate" features support the Decimate Ratio setting, to automatically reduce the complexity of the resulting collision model.

  • Generate Collision via Bisection – Generate a collision model for every currently selected object, by evenly dividing the model into sections.
  • Generate Collision from Weights – Generates a collision mesh for the currently selected objects, based on each object's rigged weights (if they exist). Can be used to quickly create ragdoll physics meshes for Garry's Mod
  • Generate Collision from Faces – Generate a collision model for every currently selected object, based on the mesh's faces/polygons.
  • Generate Collision via UV Map – Generates a collision mesh for the currently selected objects, based on each object's UV Map. Each UV island becomes a separate hull.
  • Attempts to generate only the amount of hulls specified by the "Fracture Target" setting. ie. A "Fracture Target" of 4 will try to split up the model into only 4 parts.
  • Note that the Cell Fracture addon needs to be enabled in your Blender preferences first!
  • Split Up Collision Mesh – Splits up selected collision models into multiple separate objects, with every part having no more than 32 hulls. (The '32' amount can be customized, if needed)
  • Merge Adjacent Similars – Merges convex hulls with similar adjacent hulls aggressively, lowering the final amount of hulls & producing a (potentially) less accurate, but more performant model. Similarity is based on the face count and volume of the hulls.
  • Remove/Merge/Select Thin Hulls – Thinness tools that can quickly isolate, merge, or remove any convex hulls that are significantly smaller than all other hulls.
  • Force Convex – Forces all existing hulls in every selected collision model to be convex. Especially useful after using Blender's built-in Decimate modifier on an existing collision mesh, to ensure that any decimated hulls are still convex.
  • Find/Remove Inside Hulls – Finds and (optionally) removes any hulls that are completely or almost completely buried inside other hulls.
  • Supports adding custom QC commands via a QC Override system. This allows you to, for example, add a custom "$scale" or "$surfaceprop" command to all generated QC files.
  • Generate Ragdoll QCI – Generates a ragdoll .QCI file for every rigged collision mesh, with $collisionjoint lines automatically generated based on your armature's specific bones. You can use the $include command in your main QC file to load the .QCI file.
  • Update VMF – Updates a selected VMF file by automatically adding any partitioned/split-up collision models that haven't already been added to the map.
  • Clean Duplicate Collision – Removes any duplicate collision entries ("phys_part") found in the user's specified VMF file.

查看官方完整介绍 ↗

安装方法

  1. 打开 Blender「编辑 → 偏好设置 → 获取扩展(Get Extensions)」,搜索 Source Engine Collision Tools,可直接从官方库安装。
  2. 手动安装时,选择适合当前 Blender 版本与系统的 ZIP 包,在「获取扩展」右上角菜单选择「从磁盘安装(Install from Disk)」,选中 ZIP 文件,无需解压。
  3. 安装后,在偏好设置的「插件(Add-ons)」中确认已启用,并按作者说明使用。

Blender 官方安装说明 ↗

下载安装包

请选择与你的 Blender 版本和操作系统相符的文件,下载由 Blender 官方扩展库提供。

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