godotengine / godotengine/collada-exporter

No options to import custom collision shape into the root node

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#75 1 comment 2 reactions 0 assignees View on GitHub
enhancement
Dominant language
Python
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Description

I have posted this issue on every place that I know in order to find an answer with no luck.
The problem is about custom collision shapes, I made a car and I made a collision shape for it, but when importing it in Godot, using the -colonly command (EDIT: I have found the official mentions about the commands, I am really sorry, but still that doesn't solve the issue) it creates a separate node for the collision shape that canot be accesed by the root(VehicleBody) node, so it asks me to give it another collision shape in order to work.
![colonly](https://user-images.githubusercontent.com/38301587/41824217-81f59e86-7815-11e8-8a05-249cd0af244f.png)
This is my Blender project setup:
![collision_problem](https://user-images.githubusercontent.com/38301587/41824228-b20e9c8a-7815-11e8-8d50-600f303e349f.png)

I could't find any informations on how to solve this on the web and in the documentation.
Also Blender cannot export .res, .tres and .shape files so I cannot add it that way either, and there are no mentions on how we can actually make those type of files on the web or in the docs.

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