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collision-proxy

该 Skill 指导在 Blender 中为游戏资产生成简单稳定的碰撞代理,支持盒体、胶囊、球体、凸包和多凸包类型,强调按 Unreal UCX/UHX 或 Unity 规则命名、使用专用集合,并给出验证步骤与参考文档加载建议。

arjun988
热度 0.00
最近更新 2026-10-18 16:23:46
分类:创作依赖:MCP 服务应用场景:工作流 / 模板

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add arjun988/blender-skills/collision-proxy
Metadata
name
collision-proxy
description
Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.
license
MIT
metadata
{"author":"https://github.com/arjun988","version":"1.0.0","domain":"blender","role":"specialist","triggers":"collision, collider, UCX, UHX, convex hull, physics proxy, hitbox, blocking volume","related-skills":"lod-pipeline, unity-export, unreal-export, asset-optimization, physics-sim"}

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

Type Use
Box Crates, walls, simple props
Capsule Characters, poles
Sphere Balls, soft approximates
Convex hull Organic / 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

Topic Reference Load When
Collider Recipes references/collider-recipes.md When needed
Engine Naming references/engine-naming.md When needed