parisfrisby Posted November 15, 2010 Share Posted November 15, 2010 I had the bright Idea of creating a moveable Sigil Stone Stand so that I could transport the stand to any house, custom or not. I used a modified version of a Crystalball. I gave it collision and Havok with an OL_CLUTTER setting. It exports correctly and has collision and Havok in game. All is well until I set the Sigil Stone on it. The Stand dances around and eventually the Stone passes violently through. Does anybody know of any settings to solve this. Maybe someone has had more experience with this behavior? any help would be great and if its solved I'll post the results. Thanks Link to comment Share on other sites More sharing options...
parisfrisby Posted November 15, 2010 Author Share Posted November 15, 2010 Ok. It looks as though that anything that is mobile must have Havok enabled which is causing the strange interaction. I knew this, but was hopeing that I could stack the items like when you stack books. There must be a setting in 3dsmax that would quiet down the craziness. I know that it's making me Crazy Link to comment Share on other sites More sharing options...
Pronam Posted November 16, 2010 Share Posted November 16, 2010 Taken the issue it probably has to do with the form of the collision which is probably not that smooth and round. Next to that, I think oblivion's engine isn't much happy with placing objects upon another.For the reason to be sure it'll not be too stressing on the game I'd have approached it differently.Like creating a sigil+stand as a combined mesh at its own, a script would deal with the factor having a visible/non visible sigil stone on top of it. back on topic however, it could also has to do with the response/motion system. Have you tried any other values for that? As you can drop a sigil on architecture without an issue it should make sense there's something different with those meshes :) Link to comment Share on other sites More sharing options...
LHammonds Posted November 16, 2010 Share Posted November 16, 2010 Dynamic on top of static is not that much of an issue...however, since both the stand and the ball are both dynamic, the engine is trying to figure out what pushes what, how much, how hard, etc. It may not work but try making the stand VERY heavy and the ball somewhat heavy (more than normal) You might also need to fiddle with the actual shape of the stand collision model...such as not actually matching the stand exactly but instead making the top part box-shaped where the ball needs to be placed so the ball only interacts with the bottom and 4 sides of the collision. LHammonds Link to comment Share on other sites More sharing options...
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