scathtroy2147 Posted Friday at 06:30 AM Posted Friday at 06:30 AM This aylied model was missing a collision mesh, 'arrdoor01ext.nif'. So, I used nifscope dev9 to add it using add collision mesh, '0.1 and 0.01'. My mod uses a script to move this nif door up, using script translate. On activate, the model moves, but not the collision mesh. The doorway is still blocked. Arcane University - Mesh Collisions, followed this tutorial I've tried using the io_niffy addon to blender 'v4.2'. Created a moving up animation 1->5 +100z. Export click on animation. NIF file has no animations. need help... been at this for about a month ardoor01extcm.nif
Sphered Posted Friday at 07:20 PM Posted Friday at 07:20 PM Ctrl+C and Ctrl+V work in Skope and it works on a lot of content you wouldnt think it would. Like vertice blocks, skin data, transform info etc I would suggest playing around with other nifs that do roughly what you aim for, and transplant relevant content into your nif. This includes controllers/managers and collision Nif editing is one of those things where it suddenly "clicks" and you see how it works. When I have more time I can glance at yours if you are still having issues 1
dafydd99 Posted Friday at 07:58 PM Posted Friday at 07:58 PM Nif seems okay to me. You could try setMotionType(4) on it before translating. If the reference is a static it may not move otherwise. 1
scathtroy2147 Posted 22 hours ago Author Posted 22 hours ago On 8/8/2025 at 12:58 PM, dafydd99 said: Nif seems okay to me. You could try setMotionType(4) on it before translating. If the reference is a static it may not move otherwise. https://atlanticcorp.forumotion.com/t46-nifskope-properties-tutorial-text You mean motion_system on the collision mesh? What's #4?
scathtroy2147 Posted 22 hours ago Author Posted 22 hours ago On 8/8/2025 at 12:20 PM, Sphered said: Ctrl+C and Ctrl+V work in Skope and it works on a lot of content you wouldn't think it would. Like vertices blocks, skin data, transform info etc I would suggest playing around with other nifs that do roughly what you aim for, and transplant relevant content into your nif. This includes controllers/managers and collision Nif editing is one of those things where it suddenly "clicks" and you see how it works. When I have more time I can glance at yours if you are still having issues I have a working sliding doors open and close model, the collision works. In between 'arrdoor01extcm.nif' and 'arrdoor01sliding.nif' Any attempt to copy gives an error. I tried copying sliding doors 'ardoor01sliding.nif'. Then, exporting 'arrdoor01extcm.nif' to an object file and importing obj into 'ardoor01extoc.nif'. It gives lots of warnings, but works. I have to delete model branches for sliding doors. Then link the 'arrdoor01excm.nif' mesh and delete the double animations. This is very complex. There must be an easier way...
dafydd99 Posted 20 hours ago Posted 20 hours ago https://ck.uesp.net/wiki/SetMotionType_-_ObjectReference - you may find a static has expections from the engine on the way it behaves, no matter which nif is used. You might have better results with activator, door or animastatic types. Setting a motion type may override this however.
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