Greetings,
Yes, defining a character as a mesh can cause a large chunk of memory to be filled and potentially crash the computer. Characters are best to use ellipsoids.
At this time, mesh movement and rotation are not supported, and once they are supported it should only be used for things like elevators, doors, etc.
A new feature is on the way:
Ellipsoid to Ellipsoid collision
This should fix the problem you're having once the new version is released. As you'll be able to define your characters and cameras as ellipsoids and have them collide with one another, and at the same time have your characters and camera collide with the world mesh.
I created a block of code that may act as a bad fix for your problem (using the current DLL), but here's the code anyhow:
#Constant ELLIP_2_POLY=2
#Constant RESP_SLIDE=2
#Constant DYN_NO_RESP=0
StartCollisionPRO()
StartCollisionDebugPRO()
#Constant TYPE_CAM = 10
#Constant TYPE_WORLD = 11
#Constant TYPE_ALIEN = 12
SetCollisionsPro( TYPE_CAM, TYPE_WORLD, ELLIP_2_POLY, RESP_SLIDE, DYN_NO_RESP )
SetCollisionsPro( TYPE_CAM, TYPE_ALIEN, ELLIP_2_POLY, RESP_SLIDE, DYN_NO_RESP )
SetCollisionsPro( TYPE_ALIEN, TYPE_WORLD, ELLIP_2_POLY, RESP_SLIDE, DYN_NO_RESP )
The above code would do the following:
-The camera object(s) collide against the world using ellip-2-mesh collision
-The camera object(s) collide against the alien object(s) using ellip-2-mesh collision
-The alien object(s) collide against the world using ellip-2-mesh collision
Again, this is generally a bad idea as the aliens are defined as a mesh in one definition and will put a heavy load on memory. That is why we are developing the ellip-2-ellip collision.
Something to look forward to.