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Weapon collision export problem


McMuffin

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When I export this paddle, the collision behaves oddly. I've made it a weapon with basic primitives for collision, a cylinder handle and boxes for the flat part. If I export with just one shape, say the handle, its center of mass is correct. As soon as I add a box to the end like vanilla OB axes, its center of mass ends up way down at the end, much further than you would expect. I'm intending to put it on a rack, and in this state it won't stay put and wobbles right out.

 

Even more oddly, when I add two boxes as pictured, the center of mass moves way past the end, causing it to spring forever upright. I was wondering if someone could take a look at my blend file and see if anything stands out as blatantly wrong or even try exporting it to see what you get. I redid the collision on this far too many times using different methods and I'd just like to confirm I'm not crazy or missing something obvious.

 

 

 

edit: wow, did I kill the whole 3d forum?

Edited by McMuffin
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I did, among other things, and that basically worked in terms of its center, except if I make the convex shape very low res, it seems to fall through stuff more often than primitives. If I make it from the full mesh, it causes more slowdown in an already heavy area. This is for an update to Sunburn Ranch, an exterior-only home, so I need to keep things as light as possible. Also from the standpoint of realism, a convex shape causes it to lie against the rack on the edge formed between the end of the handle and side of the blade. Rather than resting on the handle, it appears floating at an angle.

 

Another experiment I tried was importing and re-exporting an axe from vanilla Oblivion. While it ended up less wrong than my paddle, it still showed a sign of the same problem when the center on the exported axe wound up much closer to the blade end than on the original. Could there be a bug in the exporter?

 

TLDR:This is 'fixed' now, by crudely copying the Center and Inertia from another NIF. It's not exactly right, but it doesn't fall through or bounce around the room either. Thanks for the suggestion anyway.

Edited by McMuffin
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It was more or less to trouble-shoot...not as a solution.

 

I probably would have taken a vanilla mesh (like a rake) that has a cylinder and box collision. Then deleted the model and copied my model onto the empty vanilla NIF. Then modify the XYZ coordinates of the primitives to match my model position and then transform the size to accurately reflect the shape.

 

This would probably yield the most stable solution since I have seen primitives from Blender do some squirrelly things.

 

LHammonds

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