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Collision proxy

Skill arjun988/blender-skills/.claude/skills/collision-proxy

94 specialist Blender skills for Cursor, Claude Code, Kiro & Codex -> MCP-powered production pipeline from blockout to engine export.

Install
npx -y skills add arjun988/blender-skills --skill collision-proxy

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What its author says it does

Copied from the file, not written here

Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.

The file declares its own license as MIT. That is the author’s claim about this one file, and it is not the same thing as the license GitHub reports for the repository, which is listed with the other numbers below.

SKILL.md

2.2 KB, as published. Nobody here has run it

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

TypeUse
BoxCrates, walls, simple props
CapsuleCharacters, poles
SphereBalls, soft approximates
Convex hullOrganic / 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

TopicReferenceLoad When
Collider Recipesreferences/collider-recipes.mdWhen needed
Engine Namingreferences/engine-naming.mdWhen needed

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