Adequacy Posted March 12, 2012 Share Posted March 12, 2012 First order of business, Hello to the community and thank you for all the resources you've provided. I'm relatively new to modding oblivion. I have successfully gotten a number of smaller mods to work I've made and modified. My problem now is with custom weapons. I have everything functional and it appears to work fine, until you drop one of these custom models. They fly out of your characters hand like a projectile at amazing speeds and bounces around like a cheap rubber ball in a indoor tennis room. I've tried adjusting the nif's properties via NifSkope, added the collision data in 3DS max via NifTools plugin (using helpers, and the utilities panel method, neither really function properly), and even taking several existing meshes from vanilla oblivion and adjusted ONLY the rigid bodies like the capsules size and what not. None of these methods keep the weapon from flying out of my hand on dismount nor the rapid spinning these items do on dismount. I've tried adjusting the inertia matrix, the Max linear velocity, the angular velocity, the mass, updating the tangents, center of gravity, and a few other properties. now if I take a raw vanilla nif and just put in my mesh without touching anything other than the NiTriStrips, it works fine. Here in lies the problem; the weapons, have a very unique shape and the axe and sword collision boxes just don't fit the weapons by any means. Sorry for the wall of text, but I want to make sure I've covered all grounds. I've read the tutorials on NifTools wiki, CS wiki, Here on TESNexus, and even some youtube videos, to no avail. Could someone with knowledge of this please assist me? I've spent about a week trying everything I know and have read. Link to comment Share on other sites More sharing options...
Nephenee13 Posted March 12, 2012 Share Posted March 12, 2012 Hmm...thats strange. I've just started working with collision myself, but I haven't had that issue comeup. Though I'm making the collision in Blender, not 3DS Max. From the tutorials I've seen, bounciness is controlled by the "restitution" property that you can access in NIFSkope, valid values are between 0 and 3 (well, 3 is the max that has any effect on things). Everything I've made I've used what seems to be the default, 0.3. What value are you seeing? Link to comment Share on other sites More sharing options...
Adequacy Posted March 12, 2012 Author Share Posted March 12, 2012 Thank you for responding. Hmm. here are the stats on the weapon: Mass: 14.0000Linear Damping: 0.1000Angular Damping: 0.0500Restitution: 0.3000Friction: 0.3000Max Linear Velocity: 250.000Max Angular Velocity: 31.4159Penetration: 0.1500Motion system: MO_SYS_BOXDeactivator Type: DEACTIVATOR_SPATIALSolver Deactivation: SOLVER_DEACTIVATION_LOWQuality Type: MO_QUAL_DEBRIS I also noticed that if I touch the actual collision boxes, that's when it starts to behave sporadically. I mean changing the shapes in the bhkListShape. adjusting those appears to be the culprit. Link to comment Share on other sites More sharing options...
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