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Question by saberboy117 · Apr 26, 2011 at 10:59 PM · space

Is is possible to make hollow space?

Is it possibel to make it so that you have a mesh like a sphere that has hollow space to contain things in? Is there anyway to replicate this with blender? Id like to know.

thanks

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avatar image Chris D · Apr 26, 2011 at 11:35 PM 0
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what kinds of things are you trying to put in? is this for an animation or is this a mechanic of some sort? Are you referring to something along the lines of subtractive geometry (like UD$$anonymous$$ employs) or do you mean something smaller scale (ie. a single model)? The more specific you can be, the more likely you'll get a useful answer.

avatar image saberboy117 · Apr 28, 2011 at 12:38 AM 0
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Subtracvie geometry

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Answer by Owen-Reynolds · Apr 27, 2011 at 12:36 AM

In Unity, the regular sphere/box/capsule colliders are set to solid insides. But a Mesh Collider can keep things in. In the FBXimport panel, you can check GenerateCollider(?) to get one (or can probably add it later under Components.) Be sure not to check Convex (a speed-up for meshes that are mostly inside-in deformed cubes/spheres.)

If you only want to keep things in (no one will ever jump on it,) Unity keys off the mesh normals to decide in/outside of a MeshCollider, so you'll need to flip the normals in Blender. Now dropped stuff will fall through the top, but stop on the inside bottom. Unity wants to cull (skip drawing) backfaces (which are usually inside the model and never visible anyway.) So, an inside-out mesh will look like it has transparent outer surfaces. Simplest is to modify a shader not to cull backfaces, it you want to see it from in and out.

If you modelled a "double-boiler" sphere (check the inside wall normals point in,) I'm guessing a mesh collider would work for that, too, and it would act like a hollow metal sphere. I'd make two similar sized spheres, delete verts from each, and weld the open edges together, but I'm not a modeller.

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Answer by Volatile · Apr 26, 2011 at 11:13 PM

I'm not totally sure what you actually mean, this seems to be a modeling question. You would yield better results by posting maybe on blender orientated sites imo.

Anyway i'm guessing you want to make the inside of a sphere visible, if that is the case then you need to flip the 'normals' of the mesh. I have no experience in blender though to explain how to do this unfortunately, however in 3ds max, it is just simply a click of a button.

Good luck!

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avatar image saberboy117 · Apr 26, 2011 at 11:20 PM 0
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I need a sphere with empty space inside so I can put things in it

avatar image Volatile · Apr 26, 2011 at 11:30 PM 0
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You will need to learn how to use the modeling app you are most familiar with and get to the sub object of the mesh and cut a hole in it. There are plenty of tutorials for stuff like this. i'm sure blender has a wealth of info already on the subject. Did you read any of the documentation for using blender?

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Answer by FutchProductionsSyndicate · Apr 27, 2011 at 06:02 AM

Ive worked with blender before, and if you flip the normals on a cube for example, then when importing into unity you should be able to go inside that object or just create an object with an "inner" and "outer" layer of mesh. Eiher should work

Also, in unity you can create a large collide and place your objects inside it.

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avatar image FutchProductionsSyndicate · Apr 27, 2011 at 06:04 AM 0
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And I think the shortcut in blender to flip normals is to hit "w" in edit mode to bring up a menu, and hen just select flip normals.

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