How to set up vehicle collision in Sollumz
The collision of a GTA V vehicle is a Bound Composite inside the .yft, with one collision shape per functional part, each following a bone. In Sollumz a bound works when two things are true: the bone has Fragment Physics switched on, and the bound object follows that bone through a constraint. A vehicle exported without bounds falls through the map.
Where does vehicle collision live?
A vehicle has no separate collision file. Its collision is part of the fragment, next to the visible model:
mycar Armature, Sollumz type: Fragment (bones = the car's parts)
mycar.mesh Empty, Sollumz type: Drawable
chassis Mesh, Drawable Model (skinned to the bone "chassis")
bodyshell Mesh, Drawable Model
door_dside_f Mesh, Drawable Model
wheel_lf Mesh, Drawable Model, "Is Wheel Mesh" on
...
mycar.col Empty, Sollumz type: Bound Composite
chassis.col Bound Geometry, follows the bone "chassis"
wheel_lf.col Bound Disc, follows the bone "wheel_lf"
door_dside_f.col Bound Geometry, follows the bone "door_dside_f"
...
The Bound Composite is a container. The shapes under it do the work, and each one belongs to a bone, so a door's collision swings with the door and a wheel's collision sits where the wheel is. To see them while you work, use Sollumz Tools > General > View > Show Collisions.
Which bound type goes on which part?
Add shapes in Sollumz Tools > Collisions > Create Bounds with Create Bound and the type menu next to it. Stock vehicles use one bound per functional part, never one merged shape for the whole car.
| Part | Sollumz type | Shape |
|---|---|---|
Body (chassis) | Bound Geometry | A simple closed hull around the body. |
| Each wheel | Bound Disc | A disc the size of the tyre. |
| Doors, bonnet, boot, bumpers | Bound Geometry | A hull around each part. |
| Windows | Bound Geometry | A thin shape over the pane, with a glass collision material. |
| Simple blocks | Bound Box, Bound Sphere, Bound Capsule, Bound Cylinder | Sized with the values in the bound's Shape panel. |
The fastest correct start is to copy the bounds of the stock vehicle you imported as reference. A copy keeps the type, the material and the mass. Then replace the mesh of each hull with one that fits your part. The hull mesh is written relative to its bone, so build it with the part at the bone's position.
How do I link a bound to a bone?
Two steps, and a bound that misses either one does nothing.
- Switch on physics for the bone. Select the bone, open Properties > Bone > Sollumz and tick Fragment Physics. The panel then shows the settings of that part: strength, damage health, and the glass options for windows.
- Make the bound follow the bone. The bound object needs a Copy Transforms constraint whose target is the armature and whose bone is the part's bone. Sollumz Tools > Drawables > Bone Tools > Add Bone Constraint adds it with the right settings; you then choose the bone in the constraint. Older Sollumz versions used a Child Of constraint for this, which stopped working after Blender 4.2.
When a bone has physics on but nothing follows it, the export warns: "Bone has physics enabled, but no associated collision! A collision must be linked to the bone for physics to work." The opposite case matters too: a bone left with physics on after you deleted its bound should be switched off.
The constraint also places the bound. Leave the bound at its own origin and let the constraint carry it to the bone, so it follows when you move the bone later.
Which materials do bounds use?
Bounds take collision materials only. They decide the sound, the sparks and the bullet behaviour of the surface. Pick one in Sollumz Tools > Collisions > Create Collision Material and press Create Collision Material. For a car body the usual one is Car Metal; there are also Car Plastic and the Car Glass materials for the windows.
Never leave a normal render material on a bound. On one of our cars a visible material on a wheel bound was enough to make the export fail.
How is mass set?
Each bound has its own mass, shown on the bound object, and the masses add up to the weight of the model. Sollumz Tools > Fragments > Set Mass writes one value to all selected objects. Copying the bounds of a similar stock vehicle gives sensible numbers from the start.
Mass also sets the centre of gravity. When we added helper bounds at 200 kg each to one car, they moved its centre of mass and changed how it drove. Extra bounds that are only there to collide should weigh about 1 kg. The mass the driving physics uses is still fMass in handling.meta.
Do vehicle bounds need collision flags?
Each bound has a Composite Flags panel with two rows of switches: what the shape is, and what it collides with. On the stock vehicles we have opened, these are empty on the vehicle's bounds, and that is normal. Vehicle bounds do not need the map flags.
Map objects and props are different. There, a bound with no flags exports without any warning and collides with nothing in game. For those, apply a flag preset to every bound; Sollumz ships one named General (Default). If you move between props and vehicles, do not carry the rule from one to the other.
Why does my vehicle fall through the map?
| Symptom | Cause | Fix |
|---|---|---|
| Falls through the road as soon as it spawns | The fragment has no Bound Composite, or it was not exported | Add the bounds as children of the armature and export with the armature selected. |
| Sits on its belly, wheels in the ground | No wheel bounds, or they do not follow the wheel bones | One Bound Disc per wheel bone, sized to the tyre. |
| Export warns about a bone without collision | Fragment Physics is on but no bound follows the bone | Add the constraint, or switch physics off for that bone. |
| Collision is offset from the model | The bound was moved by hand and by the constraint | Reset the bound's own position and let the constraint place it. |
| Players walk through a part | That part has no bound of its own | Add a bound on that part's bone. |
| Car drives nose-down or tips over | Heavy extra bounds moved the centre of mass | Lower their mass. |
If the model is fine and only the ride height is wrong, that is suspension, not collision: see vehicle troubleshooting.
How do I check the collision before a game test?
Export once with CW XML ticked in Target Formats and open the .yft.xml in a text editor. Under the physics section, the list of groups should name every bone you gave physics to, and the list of children should have one entry per bound. If the groups are missing, no bone had Fragment Physics on.
The rest of the model workflow is in how to make a FiveM vehicle in Blender with Sollumz.
Frequently asked questions
- Why does my car fall through the map in FiveM?
- The .yft has no collision. In Sollumz the vehicle needs a Bound Composite with bounds under the armature, each bound following a bone that has Fragment Physics switched on.
- How do I add collision to a vehicle in Sollumz?
- Create bounds in Sollumz Tools > Collisions > Create Bounds, tick Fragment Physics on the bone of each part, and add a bone constraint to each bound with Bone Tools > Add Bone Constraint.
- What bound type do wheels use?
- A Bound Disc on each wheel bone, sized to the tyre.
- Do vehicle bounds need collision flags in Sollumz?
- On the stock vehicles we have opened the flags on vehicle bounds are empty, and that is normal. Map objects and props do need flags on every bound.
- What does "Bone has physics enabled, but no associated collision" mean?
- A bone has Fragment Physics switched on but no bound follows it. Add a bound with a bone constraint to that bone, or switch physics off for the bone.
Sources
Products from this guide
All guides
- How to install a FiveM resource from Cfx.re Escrow (Granted Assets)
- How to add a custom vehicle to an ESX, QBCore or QBox server
- What are LODs in FiveM vehicles?
- How to add an add-on vehicle to a FiveM server
- vehicles.meta explained, field by field
- handling.meta explained: fields, units and flags
- carvariations.meta and carcols.meta explained
- vehiclelayouts.meta explained: seats, entry points and animations
- fxmanifest data_file reference for vehicles
- Vehicle model files (yft, _hi.yft, ytd) and the oversized asset warning
- FiveM add-on vehicle troubleshooting: causes and fixes
- How to fix "You lack the required entitlement" on a FiveM server
- How to convert a single-player GTA 5 car mod to a FiveM add-on
- How a FiveM hoverboard works without a script
- How to make a FiveM vehicle in Blender with Sollumz 2.9
- How to optimise a FiveM vehicle: polygons, LODs and texture budget
- Buying FiveM vehicles: what to check before you pay
- FiveM car packs vs single vehicles
- Real-brand cars on FiveM: allowed or not?
- CodeWalker vs Sollumz: which tool for FiveM vehicles?
