Maestro Linden
Thank you for the object. I uploaded Test.dae with the physics shape set to 'high' LOD, which indeed shows a hole for the physics shape for the preview (see screenshot).
Once uploaded and rezzed in-world, the default physics shape of the object is set to 'convex hull', which causes it to collide like a regular box (not hollow).
However, if the object is set to "Prim" physics via Build -> Features -> Physics Shape Type, it takes on the collision shape of a door frame, and avatars etc. can move through the center of it, like so: https://youtu.be/IAkNEcvMlnM
Is the 'Prim' physics shape option available for you? If so, I believe that's the option you want for this object.
Note that if the object has "Physics" enabled to make it dynamic, it will fall back to 'convex hull' shape. If you need the object to have a hollow shape when in convex hull mode, you will need to use 'convex decomposition', which is described in https://wiki.secondlife.com/wiki/Mesh/Mesh_physics
Maestro Linden
needs info
Hi Samuel Panache could you please attach a mesh which demonstrates this issue and a screenshot of what the 'Physics' tab looks like in the 'Upload Model' floater?
Samuel Panache
Maestro Linden
Hi,
Thanks for your response.
Here is the object that uploaded to SL, in the Upload process I configure it, to High Physics.
This is today that I Rezzed the object on the ground in the sandbox. The big hole in the middle of the object should be inmaterial, but the solid frame should be solid material.
Also the Upload Model process tested today.
Please advise.
Upload process image
Object Rezzed image
Maestro Linden
Samuel Panache Could you please attach the actual mesh object file too, so I can try to upload it myself?
Samuel Panache
Maestro Linden
Here is the mesh object.
Made in Blender
Regards