OK, I did forget: capsules are bad under the current version. It looks simple to fix once tazpn returns from sabbatical.
So stick to boxes, spheres and covex shapes for now.
Here's what I do to use the new set-up to import multiple geometric CMs in Max; this assumes plugin version 0.2.16 or later.
- Under Create Helper you'll find
NifTools in the drop-down. Select
bhkRigidBody and click to plunk it out in the scene. That's really ally you can do at creation.
- Select that helper and move it to the origin.
- Go forth and create various model things.
If you do a box shape that will be subsequently rotated, clone it at creation. This is because the boxes generated by the plugin are bounded by the axes; so if your box is to be tilted 30 degrees, you're better off cloning the box upon generation, applying the modifiers listed below, and then tilting it. Play with it a little and you'll see what I mean.
- Once the model is created, examine it to see how it can be broken down into the convex shapes listed above for collision. Then clone and detach until you have a set of objects to define your collision set. There is a "collision proxy" that is supposed to automatically clone your mesh; I haven't figured it out yet.
- To each member of that set, apply
Reset Xform. The usual
Reset Xform warnings apply; check for flipped normals and weird distortions, particularly if mirroring has been used.
- Then apply the
bhkRigidBody modifier to each member. Here the material and the bounding shape may be changed. Right now, both capsules and TriStrips are buggy; convex shapes work except for arrow interaction.
- Finally return to the helper object and under
Modify, hit the Add button under the text box labeled
Collision Meshes: and add all your CMs.
- One note for AnimStatic meshes: create another helper and link to your bone object. Create your AnimStatic CMs and link them to that bone. Finally add them to the helper. There are currently other issues with getting simple static anims into OB; see
this thread for more.
An untested-by-me feature that may prove useful for Razorwing is the ability to clone a CM as a regular mesh. This may be useful in producing public model versions.
Later,
Steve