syscrusher Posted February 21, 2011 Share Posted February 21, 2011 I've successfully created numerous Static objects in Blender with collision meshes that work fine, but I'm frustrated as all hell trying to make my first Havok-enabled Item object. I have the visible mesh working exactly as I want it, and I have a convex poly collision mesh that looks fine in Blender and in NIFscope. But in the CS, what I see instead of *my* mesh is a rectangular collision zone that is about 25% smaller than my model in x, y, and z dimensions. The Havok sim in the CS and the object's actual behavior in the game indicate that the displayed collision zone from the CS is the one that Havok actually sees. The relevant properties from my model are:HavokMaterial: WoodMotionSystem: BoxMass: 3.000OblivionLayer: Clutter I can't see where the CS is getting the apparently-generated bounding box -- it doesn't match up with any of my model's geometry, just cuts through things at a seemingly insiginficant location. I thought perhaps I had some normals reversed in Blender, because when you're working with bounds-draw objects it can be hard to tell. So I used Mesh Tools to enable display of normals, and checked that they're all okay. I searched the online tutorials but couldn't find anything that helped. Suggestions, anyone? Thanks. Syscrusher Link to comment Share on other sites More sharing options...
syscrusher Posted February 21, 2011 Author Share Posted February 21, 2011 Never mind -- I found the problem. It turns out that if the object is scaled in Blender as an object, rather than in edit mode as a mesh, the CS doesn't see that even though NIFscope does. What was happening is that CS was generating a bounding box around my object as if it were unscaled. Syscrusher Link to comment Share on other sites More sharing options...
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