So, with all objects in my .blend, if I have no physics on any of the materials, and the object is set to “static,” I can’t seem to get the a collision bound of convex hull or triangle mesh working. On the other hand, in the same situation with the same settings, when any of the other collision mesh options are enabled (box, capsule, cone, etc…) it works and my dynamic character won’t go through the object.
Also, is there any way to change the size if I choose “box” or any other collision mesh? I have some objects, like trees, that when “box” collision mesh is chosen, or any other one, it’s either way too big and strange in shape in some other way- it just keeps my character way, way too far from the object. If I suck at explaining this I’ll post some pics/vid/.blend but I think you guys may get my point. I was thinking, maybe place an invisible object in the middle of the “tree” and make a collision around that, stretching/molding that invisible object to create a collision bound I’d like for the tree. Any help is greatly appreciated.