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Adding weight / physics to a NIF


SKKmods

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I am using some world static objects (toolbox, vertibird) as inventory menu activators.

 

When they are dropped out of inventory they hover in the air, like when you place items and need to "apply havoc physics".

 

Are there simple settings in nifskope, or does this involve bones and painting weights (that I have no patience for) ?

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You can also 'steal' the bhkPhysicsSystem binary data from another, similar object. Then there's a BSX flag to enable Havok. But I dont think setting the flag will work, if there's no PhysicsSystem thingy or if it has no data.

 

To steal the binary data:

 

1) Find a similar object, get it's NIF and open in nifskope

2) Navigate to bhkNPCollisionObject/bhkPhysicsSystem

3) RIght click on the 'Binary Data' property value field

4) Choose 'Export Binary'

5) At least for me, I have to save in nifskope application directory, least Nifskope doesnt want to save at all

 

 

To add the data to a NIF that doesnt have any physics data:

 

1) Insert bhkNPCollisionObject node

2) Insert bhkPhysicsSystem node

3) go to Root NiNode

4) Find property 'Collision Object'

5) Set that property to the number of the bhkNPCollisionObject you inserted during step 1

6) Go to the bhkNPCollisionObject

7) Find the 'Data' property, set it to the number of the bhkPhysicsSystem node you created during step 2

8) Go to the bhkPhysicsSystem node

9) Right click 'binary data' value field, choose "Import Binary"

10) load the file binary data file you created earlier

 

Setting the BSX Flags:

 

1) Go to BSXFlags node

2) Double Click on the little icon next to the 'Integer Data' property value field

3) Ensure selection: Bit0, Bit1, Bit3

 

If the NIF doesnt have BSX Flags:

 

1) Insert BSXFlags Node

2) Go to root NiNode

3) Find Property 'Num Extra Data List'

4) Increase it's value by 1

5) Expand Property 'Extra Data List'

6) Find the new, empty entry and set it to the number of the BSXFlags node you created in Step 1

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That's all appreciated and I shall try pushing some buttons.

 

To avoid more monkey-see-monkey-do button pushing, is there an authoritative description of the the NIF schema ?

 

The stuff I am finding is ... how to say nicely ... incomplete or incomprehensible.

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I sadly never found good information or tutorials, just basic forum posts.

But Nifskope is really more like MS-Paint, especially when it comes to physics.

 

To use a more complex and better handling of havoc physics you'd have to use blender or 3ds-max. (And install an extra plugin for converting .nifs)

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I would rather compare it to a Swiss army knife: You can do a bunch of things with it, but its somewhat cumbersome, doesn't work very well as a hammer and there is no torque wrench.

 

Consequently, editing NIFs in Nifskope is akin to MacGyverism.

 

fc9e116c939a78c494d5f2c98489a4d2.png

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...

4) Choose 'Export Binary'

...

10) load the file binary data file you created earlier

...

Well, I don't see why you should export / import the binary data. You can simply copy the whole bhkNPCollisionObject node from the source NIF to the target NIF. (Block/Copy Branch - Block/Paste Branch)

Otherwise your instructions are correct - of course :smile:

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That's all appreciated and I shall try pushing some buttons.

 

To avoid more monkey-see-monkey-do button pushing, is there an authoritative description of the the NIF schema ?

 

 

 

I sadly never found good information or tutorials, just basic forum posts.

NIF is a proprietary format. NIF stands for "NetImmerse File." It is named after NetImmerse, the predecessor to Gamebryo. AFAIK Gamebase was (still is?) the developer. All information is kept under NDA which means, that you have to pay for it. NifSkope is not an official tool and the NifSkope developers never had a license to use NIF. So at least we could be happy to have such an extraordinary tool.

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