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Compute mesh inertia tensor failed...

Discussion in 'Editor & General Support' started by narven, Apr 26, 2010.

  1. narven

    narven

    Joined:
    Apr 25, 2010
    Posts:
    8
    Hi,

    Im keeping getting this warning, but i cant seem to understand it. whats wrong with mesh???

    Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually!

    thanks
     
  2. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
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    Posts:
    32,351
    Usually that happens when trying to use a rigidbody on an open mesh collider. Generally you don't want to use rigidbodies on mesh colliders anyway.

    --Eric
     
  3. narven

    narven

    Joined:
    Apr 25, 2010
    Posts:
    8
    but im using a rigidbody on a empty gameobject!

    that empty has some meshes inside.

    still works the same way???
     
  4. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    So they have mesh colliders? As I said, you don't to use rigidbodies with mesh colliders.

    --Eric
     
  5. narven

    narven

    Joined:
    Apr 25, 2010
    Posts:
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    soo i cannot use mesh colliders, but i can use box collider or some other collider?
     
  6. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    Yes.

    --Eric
     
  7. narven

    narven

    Joined:
    Apr 25, 2010
    Posts:
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    thanks it's working :)
     
  8. captain.carl77

    captain.carl77

    Joined:
    Dec 2, 2009
    Posts:
    28
    is there any way to use a rigidbody with a mesh collider? I have a strange peace of geometry that needs to use a strange collider shape that is nevertheless less complicated than the model mesh. It gives me the same error as above when I try.
     
  9. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
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    Use a compound primitive collider. If necessary you can use a convex mesh collider (or a compound collider made of convex mesh colliders).

    --Eric