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nif workflow and collision mesh


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I am a Blender user, but I couldn't get any of the Nif plugins for Blender to work.

 

So I downloaded 3d Studio Max, assuming there would be more support for it. I can import and export Nifs and get them loaded into Creation Kit.

 

The issue is the collision. I checked the box for Collision but the exported Nif doesn't have the collision branch.

 

The only thing I found was a reference to something called Havok Content Tools but apparently the download isn't up anymore because they got bought by another company and they dropped support. I found a copy anyways, but it doesn't appear to support 3d Studio Max 2016.

 

I was just wondering if someone could hook me up with a combination of programs and plugins and a workflow that actually works!

 

Thanks :)

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Get Chunkmerge/NifUtilSuite, it's largely the defacto collision tool for modders. There's tutorials out there on how to set it up. You can also make collision in Nifskope, but it requires a bit of hacking around with nodes to get it working right in CK.

I downloaded both and tried them, i was getting errors. Not sure if i was using them right.

 

I did find a way to do it though. I imported a static nif into 3ds max, deleted both the compressed and normal mesh, imported my mesh, duplicated it, removed material from duplicate then updated the collision object (which in 3ds max is a helper with bhkcolli type). If you select the collision object then click the "modify" tab next to "create", the collision object has the "bhkcollisionobject" modifier. the box below that, you can select the compressed mesh as the collision object. when you export, make sure collision is checked. i am using 3ds max 2016 btw

 

collisionobject.png
not sure if there is a way to do it from scratch
Edited by Guest
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Get Chunkmerge/NifUtilSuite, it's largely the defacto collision tool for modders. There's tutorials out there on how to set it up. You can also make collision in Nifskope, but it requires a bit of hacking around with nodes to get it working right in CK.

I downloaded both and tried them, i was getting errors. Not sure if i was using them right.

 

I did find a way to do it though. I imported a static nif into 3ds max, deleted both the compressed and normal mesh, imported my mesh, duplicated it, removed material from duplicate then updated the collision object (which in 3ds max is a helper with bhkcolli type). If you select the collision object then click the "modify" tab next to "create", the collision object has the "bhkcollisionobject" modifier. the box below that, you can select the compressed mesh as the collision object. when you export, make sure collision is checked. i am using 3ds max 2016 btw

 

collisionobject.png
not sure if there is a way to do it from scratch

 

The problem with exporting collision out of 3dsmax is it fudges a lot of values which cause ctd in the CK. Have u tried this collision in CK yet?

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Get Chunkmerge/NifUtilSuite, it's largely the defacto collision tool for modders. There's tutorials out there on how to set it up. You can also make collision in Nifskope, but it requires a bit of hacking around with nodes to get it working right in CK.

I downloaded both and tried them, i was getting errors. Not sure if i was using them right.

 

I did find a way to do it though. I imported a static nif into 3ds max, deleted both the compressed and normal mesh, imported my mesh, duplicated it, removed material from duplicate then updated the collision object (which in 3ds max is a helper with bhkcolli type). If you select the collision object then click the "modify" tab next to "create", the collision object has the "bhkcollisionobject" modifier. the box below that, you can select the compressed mesh as the collision object. when you export, make sure collision is checked. i am using 3ds max 2016 btw

 

collisionobject.png
not sure if there is a way to do it from scratch

 

The problem with exporting collision out of 3dsmax is it fudges a lot of values which cause ctd in the CK. Have u tried this collision in CK yet?

 

I tried it, no ctd in CK or in the game. i loaded the cell using the coc command. maybe the newer version of nif tools on 3ds max 2016 doesnt have that bug?

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Get Chunkmerge/NifUtilSuite, it's largely the defacto collision tool for modders. There's tutorials out there on how to set it up. You can also make collision in Nifskope, but it requires a bit of hacking around with nodes to get it working right in CK.

I downloaded both and tried them, i was getting errors. Not sure if i was using them right.

 

I did find a way to do it though. I imported a static nif into 3ds max, deleted both the compressed and normal mesh, imported my mesh, duplicated it, removed material from duplicate then updated the collision object (which in 3ds max is a helper with bhkcolli type). If you select the collision object then click the "modify" tab next to "create", the collision object has the "bhkcollisionobject" modifier. the box below that, you can select the compressed mesh as the collision object. when you export, make sure collision is checked. i am using 3ds max 2016 btw

 

collisionobject.png
not sure if there is a way to do it from scratch

 

The problem with exporting collision out of 3dsmax is it fudges a lot of values which cause ctd in the CK. Have u tried this collision in CK yet?

 

I tried it, no ctd in CK or in the game. i loaded the cell using the coc command. maybe the newer version of nif tools on 3ds max 2016 doesnt have that bug?

 

Cool, maybe it got fixed in the later versions. By chance, are you using the Apenov or Figment plugin?

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I was using this: https://www.nexusmods.com/skyrim/mods/5622

Just found this one and tried it, it seems to work as well and supports newer version of 3ds max.

https://www.nexusmods.com/skyrimspecialedition/mods/10015

 

They both seem to work. I don't see a way to add the bhkcollisionobject modifier to a helper object from scratch but im not familiar with 3ds max so maybe it can be done.

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