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Model's collision data partly works; strange behavior


Thacker

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Hi

 

I'm creating a mod that creates a usable first aid kit (just like the Doctor's Bag that already exists). I'm using the model for the first aid kits you find attached to the walls.

 

After extracting it from the .bsa and assigning it to my new item, I found that if I dropped it from my inventory it just floated in the air. I realized this might be because it has no collision data or otherwise designed to interact with the world as a dynamic object, so I followed LHammonds Convex Collision Model Blender Tutorial (I've successfully used his method once before to import another item, so I atleast know somewhat what to do). However my results have been mixed.

 

The newly collision-ified model in game acts strangely. When I drop it from my inventory, it floats for a moment, then drops to the ground. I thought this might be lag/framedrops initially but I tested with other objects and it did not occur. Further, while the object can be picked up and manipulated the physics of it are strange. When you pick up every other object it acts as it would if you picked it up in real life, i.e. if you pick up an umbrella by one end, the other end naturally points towards the ground. My first aid kit does not do this though. No matter where on the object I pick it up, it maintains a perfectly flat orientation; it doesn't "dangle" like a real object picked up by the corner would.

 

Does anyone know the reason this might occur? Obviously I'm doing something wrong in Blender, but I am blissfully unaware as to what. It's not "game breaking" by any means, but I'd like to be able to fix it if possible.

 

Attached is the .nif (note: I've scaled it down to a smaller size). If it's easier, I can attach a basic plugin that includes it so you can more easily see it in game.

 

Thanks for any help!

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Since I don't use blender, but 3ds Max, I have to use an already ingame model and replace the mesh in NifSkope when creating stuff that u can drop, crude but effective ;-)
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Thacker,

 

Did you remove the animation from the model? I've found when adding havok collisions to animated objects you can get some strange behavior unless the animation is removed with nifscope.

 

I can't look at your model right now but I will check it out after work.

 

Hope this helps

 

chuck

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In blender just take the static (delete all other junk, that could interfer in the outliner) and set the collision model bounds (under f4) to triangle mesh, export, done.

 

Also another blender tutorial, that is really good in pdf format, comes from Mr. Silka (@tesnexus). Helped me lots in the beginning.

Edited by Nadimos
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Thacker,

 

Did you remove the animation from the model? I've found when adding havok collisions to animated objects you can get some strange behavior unless the animation is removed with nifscope.

 

I can't look at your model right now but I will check it out after work.

 

Hope this helps

 

chuck

 

You know I kinda thought of this. The first aid kits do open when you use them in game right (I can't recall)? I unfortunately, don't know really how to use nifscope very well, though I would think a search of "remove animation with nifscope" or the like should be able to point me in the right direction?

 

Thanks, and if you get a chance to look at the file, even more thanks!

 

 

In blender just take the static (delete all other junk, that could interfer in the outliner) and set the collision model bounds (under f4) to triangle mesh, export, done.

 

Also another blender tutorial, that is really good in pdf format, comes from Mr. Silka (@tesnexus). Helped me lots in the beginning.

 

I'll have to try this when I get home in a few hours. I"m not sure what you mean by just the "static" (or how to even distinguish it from the other stuff), but would Mr. Silka's tutorial be a good place to start?

 

Thanks!

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Hmmm, the plot thickens, but in a tasty manor!

 

Following chucksteel's advice, I made sure that when I imported the .nif I told it not to import the animation, and that when I exported it I also told it not to use the animation. (thanks! kudos to you!)

 

On top of that, I followed Nadimos' advice. I went to the logic panel, selected "Dynamic" and selected "Triangle mesh" for the bounds. (thanks! kudos to you!)

 

In game, the object now behaves properly when being manipulated by hand. However, when I drop one from my inventory, the model still hangs in the air for a few seconds and then appears on the ground. Interestingly I hear the "clank" of it dropping to the ground almost immediately, so it seems like it's just some graphical glitch. Even more interesting (I think) is if I drop a second one after dropping the first one. While the first one hangs in the air for a moment, the second and any subsequent ones I drop DON'T. The fall immediately to the ground.

 

I think I could live with this, but, I'm kinda thinking of releasing this to the public, so I'd like to have it as spic and span as possible. Any further suggestions?

 

Attached is the newly redone model that exhibits the above.

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