born2bkilled Posted March 5, 2012 Share Posted March 5, 2012 i am trying to apply havok physics to a small stone that is contained in a handheld weapon. (actually its a compass, but data wise its basically a dagger) as far as i can tell, i have set everything as it needs to be in nifskope for this to work. The stone is on its own NiNode, with enable havok, collision, animation selected as BSX flags. when i drop the weapon, the stone falls out to the ground, meaning the havok physics is working in third person and when i drop the object. does anyone know why it wouldnt work in first person? the stone is locked in place and has no physics when in 1st person. i thought i would need a havok capsule to encase the trishape and collision object of the stone so it doesnt fall out, but so far i havent been able to get it to move. it needs to be able to roll around inside the handheld container as its going to be drawn towards north eventually, making a working real world compass. any help from any direction would be appreciated, this mod is destroying my enjoyment in modding, major headaches! http://i.imgur.com/UgrjV.jpg Link to comment Share on other sites More sharing options...
born2bkilled Posted March 6, 2012 Author Share Posted March 6, 2012 come on dont be shy. one of you knows the answer..... Link to comment Share on other sites More sharing options...
Ghogiel Posted March 6, 2012 Share Posted March 6, 2012 does anyone know why it wouldnt work in first person? the stone is locked in place and has no physics when in 1st person.because it is attached to the actor. In previous games, moving physics is entirely disabled on live actors, I presume this is still the case. Basically your model is being controlled by the character animations, and when it does that live physics is basically disabled in the strict sense. Link to comment Share on other sites More sharing options...
born2bkilled Posted March 7, 2012 Author Share Posted March 7, 2012 well that a big spanner in the works..... when you say in the strict sense, are there any dirty workarounds or tricks that can be performed to get it working? if not i guess that shelves this project. this game is the best yet most irritating game to mod, endless possibilities, constant limitations! thanks for the help though, good to get solid answers! Link to comment Share on other sites More sharing options...
Ghogiel Posted March 7, 2012 Share Posted March 7, 2012 IIRC one of my old mentors XmarkstheSpot got something semi working in the inventory menu screen in oblivion. He worked on flails and whips, in the game they were straight and stiff as a board, or was it the other way round? I forget, but yeah I don't think it is possible, it never was at least, they do have a new animation engine, so things are somewhat different. I'm not saying not possible just yet Link to comment Share on other sites More sharing options...
born2bkilled Posted March 7, 2012 Author Share Posted March 7, 2012 what about clothing? i had this crazy idea last night about making the compass an item of clothing that uses the dagger equip and unequip animations when you equip/remove it. im sure i read somewhere on here that the unnamed biped slots can be assigned to anything now, so why not assign it to the right hand, shift it around a little and make it fit where the compass does now. this would allow me to equip a weapon in the same hand too! has anyone ever made havok clothes like tassles or cloth capes that you can remember? even if its from oblivion, i could definately learn something from it. also is xmarksthespot still around? id love to get his insights on this! Link to comment Share on other sites More sharing options...
AurelTristen Posted March 7, 2012 Share Posted March 7, 2012 Sorry to get a bit off subject, but how did you create new collision meshes in the first place? I was under the impression this couldn't be done yet. Link to comment Share on other sites More sharing options...
born2bkilled Posted March 7, 2012 Author Share Posted March 7, 2012 there are currently three collision models in play here. two are copies of bethesda vanilla collision files (a dagger and a havok sphere), one is a havok capsule that i dont know works yet. Link to comment Share on other sites More sharing options...
born2bkilled Posted March 7, 2012 Author Share Posted March 7, 2012 (edited) also this. http://skyrim.nexusmods.com/downloads/search.php EDIT: *sigh* that didnt work. search for collision on the nexus, there are two tutorials. not sure if they are what you are looking for though. Edited March 7, 2012 by born2bkilled Link to comment Share on other sites More sharing options...
AurelTristen Posted March 7, 2012 Share Posted March 7, 2012 I found my way to Starjacker0's tutorials. Wow. Google must not indext The Nexus very well. Not sure why I didn't think to search there too. Thanks! As to the issue of physics in the 1st person model, I can say that in most games (including Skyrim) the 'view' model is handled vary differently. Notice how you can have a gigantic sword in your hand, but if you walk up to a wall, the sword never runs into it / clips through it. The view model is normally in its own 'rendering plane' and thus totally unable to interact with the rest of the world. If a workaround is discovered, the door would be open on a plethora of cool new things like strips of fabric hanging off of swords or possibly (fake cloth) physics for capes. I for one could really use some very basic physics to handle the gigantic sleeves on these damn Kimonos. It doesn't help now, but if you could create your own animations for your item, would that allow you to do what you need? Link to comment Share on other sites More sharing options...
Recommended Posts