stonefisher Posted June 7, 2017 Share Posted June 7, 2017 Hi, I am trying to add physics to some toolboxs and cases but all the tutorials I can find only show how to do it for other more simple static objects. Can anyone point me to a tutorial or tell me how to do it please? Link to comment Share on other sites More sharing options...
VIitS Posted June 7, 2017 Share Posted June 7, 2017 Generally container collisions are static as well. Since you are only opening them when you are using them, it doesn't matter that the collision isn't moving like the visible mesh. If you want it to be something you can move by pushing against it/shooting it/etc..., here's a good tutorial for making them: https://www.youtube.com/watch?v=-SssqMofI_Y If you can't make your own collision and want to use one from an existing mesh, the only difference between a movable item and a static one is that the movable one had certain flags checked when it was made. So you would just need to find a vanilla item that is roughly the same size and shape, with the material type you want (metal/wood/etc...), that is movable in game. Generally the base record for a moveable mesh is gonna be a Movable Static (MSTT) record. I'm actually not sure if you can make a movable Container record, so if that is what you are trying for you'll have to do some testing to see if it actually works. Link to comment Share on other sites More sharing options...
stonefisher Posted June 7, 2017 Author Share Posted June 7, 2017 Alls good thanks, I am merged some meshes together and use that instead. SO SO much easier. It came out rather well too. Link to comment Share on other sites More sharing options...
stonefisher Posted June 7, 2017 Author Share Posted June 7, 2017 Yes it was gonna be a moveable large toolcase. I think i can work it out now i understand nifskope more but I am happy with the combined meshes i made. Link to comment Share on other sites More sharing options...
Recommended Posts