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Help with collision on a mesh?


MadModderJess

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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?

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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 by Tamira
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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.)

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Well, what I described was a special workaround for your nif of the bag.

 

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=4128

It 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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