jtgibson Posted August 11, 2010 Share Posted August 11, 2010 I've gone ahead and made use of the Bethesda Softworks meshes/clutter/cardboardbox02.nif model included in 'Fallout - Meshes.bsa', but I'm immediately taken aback by the fact that the model's origin is somewhere off near the top of the model. Sure enough, when I convert the existing collision data's bhkRigidBodyT 'Layer' from OL_STATIC to OL_CLUTTER (also updating the 'Layer Copy'), the 'Motion System' to MO_SYS_BOX, and the 'Quality Type' to MO_QUAL_DEBRIS, the collision model seems... gimped. When placed in a room, the box will actually start to roll on its own, non-physically clipping through adjacent scenery, and slowwwwly slide across the chamber. Any objects caught in its path will then also begin to roll slowly, clipping through nearby scenery as well. I think this is the same issue as http://www.thenexusforums.com/index.php?showtopic=123081, but introducing the same data as another box-like object didn't change anything. I also modified the BSFadeNode's 'Translation' to better reflect the centre of the object, but received the same results. I even tried chopping out the shape information of the collision geometry and sticking in a hand-edited bhkConvexVerticesShape, but I get similar (though slightly better) results. My next resort is to do a full paste-over of the entire bhkCollisionObject, but I'm doubtful of success. Is anyone a little more familiar with "Havoking" NIFs who has bumped into a similar situation able to provide any useful feedback? If it helps, the current incarnation of the file is attached. Link to comment Share on other sites More sharing options...
Ghogiel Posted August 11, 2010 Share Posted August 11, 2010 try upping friction. and/or linear dampening, and or mass if it helps, the center parameter in the bhkrigidbody is the center pivot of the collision object if in doubt copy from a vanilla collision Link to comment Share on other sites More sharing options...
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