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Adding weight / physics to a NIF


SKKmods

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There is exactly physics on those nif. Its just that they are static object to be position directly into the world map. Anyway to make them interactive and drop into the world, I create its as "weapon" collision.

 

You can take a look for the toolbox:

https://drive.google.com/file/d/1sNkh42upIzp1HWmwgd6cA2o8T4NrxsMU/view

 

I have problem with the vertibird. Its still hovering in mid air .... Perhaps have to combine those separate object as one and just create 1 big box collision for it ...

 

Updated: I did some rescaling and managed to get the vertibird collision working. You can take a look.

 

vertibird:

https://drive.google.com/file/d/1AVNFOFUBN80sDGHtX5Crc81HAlUP_pQL/view

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Hey SKK50, I accidentally found a way that could work for you, the basic idea is creating a static collection with a object that already have havok and the object to which you want to add havok to. The objects that have havok are not statics but you can create a static from one of them and then use it in a static collection, the exported nif will have havok.

 

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Dear everyone who suggested ideas (and created samples !) this was the resolution;

 

(1) Create a STATIC with the movable static physics TrafficCone.nif (my go-to for grabbable objects).

 

(2) Create a STATIC with the Vertibird01.nif constructible collision object (actually it already exists).

 

(3) Combine into an 0.1 scale SCOL and recreate NIF from data.

 

(4) Attach NIF to menu object.

 

(5) Life is perfect with physics when dropped from inventory.

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