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manual:subwaysim:vehicle_development:physics_assets

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manual:subwaysim:vehicle_development:physics_assets [2025/12/16 19:58] dcsmanual:subwaysim:vehicle_development:physics_assets [2025/12/18 15:59] (current) dcs
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   * Collision shapes shown as **pink, semi-transparent bodies**   * Collision shapes shown as **pink, semi-transparent bodies**
   * A panel on the left listing all bones and existing collision bodies   * A panel on the left listing all bones and existing collision bodies
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 +{{:manual:subwaysim:physics_assets:physic_1.png?direct&800|}}
  
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 All bones of the Skeletal Mesh will now be visible again, allowing us to assign new collision shapes. All bones of the Skeletal Mesh will now be visible again, allowing us to assign new collision shapes.
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 +{{:manual:subwaysim:physics_assets:physic_2.png?direct&400|}}
  
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 For most vehicle components, starting with a **Box** shape is recommended. For most vehicle components, starting with a **Box** shape is recommended.
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 +{{:manual:subwaysim:physics_assets:physic_3.png?direct&600|}}
  
 Once added, the collision shape will appear in the viewport.   Once added, the collision shape will appear in the viewport.  
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 You can now proceed with further steps such as Control Rigs, Animation Blueprints, or cockpit interaction logic. You can now proceed with further steps such as Control Rigs, Animation Blueprints, or cockpit interaction logic.
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 +{{page>manual:footer}}
  
manual/subwaysim/vehicle_development/physics_assets.1765911481.txt.gz · Last modified: by dcs

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