SignedName Posted November 22, 2018 Share Posted November 22, 2018 I was trying to make a relatively simple edit to a mesh in Blender (extending the blade on the kitchen knife) but for some reason when I export it, there is no collision/gravity on the mesh. I also tried just simply importing/exporting the knife mesh itself, and it seems like it wasn't a problem with me tinkering with the collision box (elongating it), but something more fundamental. Does it have something to do with the import/export settings? I also hear a sound like an object is hitting the floor, so does it have something to do with the collision mesh not being properly tied to the object mesh? If so, how do I fix this? Link to comment Share on other sites More sharing options...
dubiousintent Posted November 22, 2018 Share Posted November 22, 2018 You need to use the "Blender v2.49b" package found under the 'Image Tools' section for FNV. Later versions don't work so well. Please see 'TIP: Blender version NIF export' under the 'Blender (Mesh Editor)' section of the wiki "Getting started creating mods using GECK" article. Also see the 'Collision' section TIPs. -Dubious- Link to comment Share on other sites More sharing options...
SignedName Posted November 24, 2018 Author Share Posted November 24, 2018 The problem isn't the version number- it's 2.49. I think it's something about nodes not getting assigned correctly or something. The two images are literally just from me importing and exporting the knife mesh. Link to comment Share on other sites More sharing options...
munnibhai Posted November 26, 2018 Share Posted November 26, 2018 (edited) I dont know if you know it already but you can always try deleting the vanilla coliision box/mesh and create your own colission mesh.If you dont know, Create a clone of kinfe (s***+D) Follow as shown in picture The press "A" to select everything and export.I hope it will work. EDIT:I just saw that you have too many "Nodes" below the BHKCollisionObject. Dont know if its the culprit?Also, in export dialog, make sure you have "Stripify Geometry" unselected. Edited November 26, 2018 by munnibhai Link to comment Share on other sites More sharing options...
SignedName Posted November 27, 2018 Author Share Posted November 27, 2018 Okay, the problem definitely seems to have been with the nodes, rather than the collision mesh. I deleted the scene root, converted the NiNode into a BSFadenode, and copied the extra data from the original mesh back into the new mesh, and it seems to work now. I just wonder what settings I would have had to input into Blender to have that happen automatically. Link to comment Share on other sites More sharing options...
munnibhai Posted November 27, 2018 Share Posted November 27, 2018 Sometimes in blender, the objects become the child of each other, dont even I know why that happens.. happened to me a couple of times exporting body mods, well, in that case, I tend to export all the meshes separately into NIFs and then copy / paste branch into one NIF. Objects should be "NiTriShape" instead of "NiTriStrips", unde one NiNode or (BSFadeNode)NiTriStrips are used usually where texture animation is intended. Link to comment Share on other sites More sharing options...
madmongo Posted November 27, 2018 Share Posted November 27, 2018 I think you had your export settings wrong in Blender. Use BSFadeNode Root should have been selected. You shouldn't have had to convert the nif afterwards. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted November 27, 2018 Share Posted November 27, 2018 [...] Objects should be "NiTriShape" instead of "NiTriStrips", unde one NiNode or (BSFadeNode)NiTriStrips are used usually where texture animation is intended.This is not a correct information. Most nif are using NiTriStrips (Static, clutter, prop, weapon, Vfx). Only weapon make exclusive use of the NiTriShape, as it can be seen by looking at Vanilla nif.You can use TriShapes in non weapon nif, but it will be slightly less optimized.Never mix TriShapes and TriStrips inside one nif. (random CTD)NiTrishapes cannot be Scoled. NiTrishapes can support texture animation as this is decided at the Shader level. Link to comment Share on other sites More sharing options...
SignedName Posted November 27, 2018 Author Share Posted November 27, 2018 I think you had your export settings wrong in Blender. Use BSFadeNode Root should have been selected. You shouldn't have had to convert the nif afterwards.Oh, I can't believe I missed that! So wait, does the extra data actually do anything? Or do I not need to add it? Link to comment Share on other sites More sharing options...
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