Be careful packing Havok Strips in NifSkope 0.9.8
|
08-27-2007, 01:03 AM,
|
|||
|
|||
Sorry; got a little geeky. By origin I simply meant the point (0, 0, 0).
You may be right about just needing to reset for TriStrips. However, I'd be a little concerned about an object that had been edited and transformed a lot before adding the BHK modifier, even if you're just enclosing it in a box. If it starts out life as a box and doesn't get changed too much, not resetting is probably safe. Later, Steve |
|||
08-27-2007, 07:18 AM,
|
|||
|
|||
No worries, I'm glad to have learnt a new term. I've referred to it as the "center of the universe" in the past, but that's ardous to write and sounds a bit silly so I think I'll hop on the bandwagon and use the term "origin" from here on out.
Hmm... *thinks* how do you mean edited and transformed? If it's a box shape I would imagine there's only so much one can do to it before it stops looking like a cube. In earlier attempts though I noticed that box shapes could become misaligned if I changed the Z pivot on it. Or in other words boxes start out having their pivots along the vertical baseline (as everyone knows) and if I changed it by for instance centering the pivot, it would get the wrong position when I exported it. So if I were to be so bold as to put any advice on the table it would be to keep the original modifer of the box (i.e. the modifier list should have "Box" at the bottom), not changing its pivot, and restrict editing of it to moving and rotating it. I didn't notice any constrictions on tilting/rotating the boxes I made. They weren't all clones of the same box, if I recall correctly, and some were clones of the third or fourth generation. They still came out perfect though. Oh, and I've also noticed that bhkRidigBody helpers can become corrupted easily if one removes entries from it's list, which I noticed after accidentally adding one collision mesh twice. All that happens is that not all collision will be exported, in my case only one mesh was. I guess the technical explanation is that it screws up the bhkListShape. When that happens it seems the only remedy is to delete the helper and add a fresh one, though then again that wouldn't take long. I'm keeping my fingers crossed there'll be furniture marker support in future versions of the exporter I made a bed recently and it's tricky as hell without having the markers in the scene. I'd be happy if it was just possible to import furniture markers as a normal meshes, just for visual guidance while modelling.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
|||
08-27-2007, 01:38 PM,
|
|||
|
|||
When I was thinking about "transformed a lot", I had in mind my Fatleg exteriors. To make the front part, I took the existing shack interior, mirrored it, sliced it and moved a lot of vertices. After that for the CMs, I'd detach a few polygons and use the BHK modifier on them. In that situation, I'd be a little concerned, though like you I've had issues with nothing more than centering a pivot.
A side benefit of using collision boxes at least is that the arrow sounds match better. When I used grass boxes for my thatch ceiling, the imact sound was a whisper instead of the default thunk. Still cannot get the walking on wood sound yet though. Later, Steve |
|||
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)