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More help adding physics to a NIF


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The past success of adding physics to a collision object via Static SCOL combinations is not working for a Mr Handy Box.

 

If anyone has time and ability, I would be extremely grateful if you could add physics to this NIF to support Motion_Dynamic and player grabbable for OnGrab and OnRelease events.

 

SetDressing\PlayerHouse_Ruin\PlayerHouse_Ruin_HandyBox01.nif

 

... or if you already have a square/box shaped NIF that is grabbable and I can use as a marker in my dynamic Move Workshop Markers mod.

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Because it cant be player grabbed or moved NOT IN WORKSHOP MODE for OnGrab and OnRelease events . Even forcing:

Self.SetMotionType(aeMotionType = Motion_Dynamic, abAllowActivate = TRUE) 

keep up at the back.

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In 3ds max I used weapons-related physics for the collison shape and on the specific export script portion. Glad it worked for you!

 

Exactly what I have done or have been doing. All my weapon mod was created with weapon-type physic and even for any object that needs world object, to be dropped or pick up from the world ...

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