shiholude Posted December 31, 2011 Share Posted December 31, 2011 Hello All. I'm trying to turn the cave fungus model into a "pickable" item. However the model is invisible to the rendered world. I've tried to create it as an ingestible and an activator - both are met with disaster. I'm sure it has something to do with collision surrounding the model (nifscope doesn't show any collision layer). I am not a modeler and need some good directions as to how to create this. Replacing the cave fungus model with any other type of model that has this collision layer on the model works, however the cave fungus model is imparitive to an upcoming mod I hope to release within a week or so, so I really need to figure out how to make this model work. Ideas? Suggestions? Multi-step instructions on how to make this work? :) -Shiholude Link to comment Share on other sites More sharing options...
Werne Posted January 2, 2012 Share Posted January 2, 2012 It's simple, the model needs collision in order for you to interact with it. However the downside is that when you walk in caves the fungus will become an obstacle. I'd say it needs a small static collision box so you can interact with it and move without problems. By the way, up untill now I never realized fungus is animated. There are 2 ways to add collision to that model, use an exsisting one, or create a new one in a 3D modeling program. I'll explain the first way, the other one is a bit more complicated. To use an existing collision pick a model of a static object (the one that can't be moved by walking over it, etc.) and remember, size matters, it needs to be smaller than the fungus, but not too much. Then remove everything except collision from that model and copy/paste everything from the fungus into there (use Copy Branch/ Paste Branch). That should work. Link to comment Share on other sites More sharing options...
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