MadModderJess Posted September 1, 2015 Posted September 1, 2015 I'm having the worst time trying to tweak the collision for a particular mesh and I'm hoping someone can help me. I added collision to it using ChunkMerge but it wasn't quite right, and the collision object is somewhat too large, causing the object to 'float' a little off the ground when dropped. I've only successfully tweaked spherical meshes before for collision and this one is defeating me, in part because the type of collision object ChunkMerge gave it is different from the sort I've messed with before. Anyone willing to help?
Tamira Posted September 1, 2015 Posted September 1, 2015 https://www.dropbox.com/s/zyosv0u9cf30w9q/NEW_sugarbag.nif?dl=0 See if it works
Elianora Posted September 1, 2015 Posted September 1, 2015 Thanks for always being so helpful Tam <3 You're a shining star in this community :wub:
MadModderJess Posted September 1, 2015 Author Posted September 1, 2015 Thank you so much, Tamira, it works perfectly. You are truly a saintly being. I was headaching over that mesh for far too long. <3
Tamira Posted September 1, 2015 Posted September 1, 2015 Anytime. Glad I could help.*takes off the halo* :laugh:
MadModderJess Posted September 1, 2015 Author Posted September 1, 2015 Might I ask what it is you did to fix it? Perhaps I will have less trouble in the future. Just a request, no need if you don't want to!
Tamira Posted September 1, 2015 Posted September 1, 2015 (edited) Well, I use the new Nifskope 2.0 Alpha with which collision is visible. I strongly recommend to use it.https://github.com/jonwd7/nifskope/releases/tag/v2.0.dev1 What I did with your clutter nif:Right-click on the NiTriShape of the sack (16) -> Havok -> create convex shape. I set the radius to 0.00 so that the sack does not hover above the ground and leave the other settings. Now Nifskope creates a new collision. I removed the redundant bhkListShape and set the motion system from MO_SYS_SPHERE to MO_SYS_SPHERE_INERTIA.I just noticed that I forgot to add the collision material to your nif, you can do it yourself: click on the bhkConvexVerticesShape, and on Skyrim Material (where now is a 0) choose SKY_HAV_MAT_CLOTH. Edited September 1, 2015 by Tamira
MadModderJess Posted September 1, 2015 Author Posted September 1, 2015 Thank you so, so much. I will use this in future, probably extensively. I vastly appreciate your help!
MadModderJess Posted September 2, 2015 Author Posted September 2, 2015 This doesn't appear to work with meshes that are converted from Morrowind/Oblivion (using the export/import OBJ). Do you have suggestions for workarounds in those cases? (I apologize to pump you for more advice; I am somewhat new to messing about with meshes in general, and my modding hopes exceed my abilities at the moment.)
Tamira Posted September 2, 2015 Posted September 2, 2015 Well, what I described was a special workaround for your nif of the bag. On 9/2/2015 at 5:40 AM, MadModderJess said: This doesn't appear to work with meshes that are converted from Morrowind/Oblivion (using the export/import OBJ).Why don't you use the NifUtisSuite for the conversions like I do?http://niftools.sourceforge.net/forum/viewtopic.php?f=38&t=4128It has the NifConverter for the conversion from older games and the ChunkMerge which will take care of the conversion of the collision (conversion of original collision does not work with primitive shapes and ConvexVerticesShape)
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