lordinquisitor Posted August 17, 2010 Share Posted August 17, 2010 bhkRagdollConstraint used in making chains "floppy", currently having problems with them. I have the newest version of nif scripts and I am assuming that the constraints problem was supposed to be fixed. I am therefore assuming I am doing something wrong in export setting or something. So. Import “L:\Fallout 3 Files\meshes\traps\trapswingingibeam01.nif” into Blender 3D 2.49.2 export from blender no change default setting file is missing 80k or so of data. Animation parts are gone no matter as not the problem. I have the same problem if you delete everything except for a few links and export. The problem is the chain links when run physics is done in geck or ingame the chain falls apart, explodes all over. the problem seems to be the constraints which by their nature are to constrain the movement between the collision parts. When I export it is not setting them right so they explode instead of staying together. Hopefully someone can understand what I am trying to do and what I am doing wrong. Constraints have so much potential I would like to make use of and hope to make use of it in future. Link to comment Share on other sites More sharing options...
Ghogiel Posted August 17, 2010 Share Posted August 17, 2010 have you rad any of the custom creature tutorials. some tend to deal with contraint setup and export in blender. dunno you may find a solution Link to comment Share on other sites More sharing options...
lordinquisitor Posted August 18, 2010 Author Share Posted August 18, 2010 have you rad any of the custom creature tutorials. some tend to deal with contraint setup and export in blender. dunno you may find a solution dont really know if its the same possible but there seems to be nifskopery involved which I was hoping to avoid. very hard to find info orexamples when you type in bhkRagdollConstraints nothing in yahoo the uselesssearch engine and bare handful in google. Link to comment Share on other sites More sharing options...
Ghogiel Posted August 19, 2010 Share Posted August 19, 2010 dont really know if its the same possible but there seems to be nifskopery involved which I was hoping to avoid. same. contraints are identical< the ones in the skeleton linking the ragdoll collision shapes together are the same as ones linking anything else up, like chains. don't ask me how to get them to actually work. My 1 custom creature i made starts spazzing out and flying around when i kill it. i presume its the contraints that are fubar. dunno hope to get them to work right. niftools and custom creature tutorials(there are 3 or more i know definitely go over contraints.) thats all the info on contraints i know of. Link to comment Share on other sites More sharing options...
neomonkeus Posted August 20, 2010 Share Posted August 20, 2010 I am working through a custom creature creation tutorial atm, its a bit dated so I question how much is actuallly still relavent. My point is that it says that you can use the Ragdoll and ball to match the RagDoll and Limited Hinge joint. There maybe added support since that was written as it is at least 2 years ago. You can make the constraint and I think that Blender actually keeps the constraint data, though for the purposes of trying to achieve my goal I use the nifscope to reset the pivot points etc. I suggest asking the guy at niftools, pm / IRC being best as their documentation is sadly lacking :( @Ghogiel - Dont suppose you have any links, I have the CS one, and another, which seems to be a rehash of the CS one so any additional info would be great as im currently having alot of problems mainly the animation, but it could be a problem resulted from something else. Link to comment Share on other sites More sharing options...
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