RE: More questions... collision! - MentalElf - 08-07-2006
The collision map was made from a copy of the two objects.
So yes, it's the height of the base mesh.
In one case, I tried grossly oversizing the collision map size
in the height direction (x2), and it had no effect.
RE: More questions... collision! - Hoss - 08-07-2006
Quote:Originally posted by MentalElf
The collision map was made from a copy of the two objects.
So yes, it's the height of the base mesh.
In one case, I tried grossly oversizing the collision map size
in the height direction (x2), and it had no effect.
Make sure you use the xform reset on your collision before it is exported for a form fitting Collision! (I think!)
RE: More questions... collision! - MentalElf - 08-07-2006
I've heard of this. On 3DS MAX 6, when I select XFORM modifier,
there is no "RESET" option. How?
RE: More questions... collision! - Hoss - 08-08-2006
Quote:Originally posted by MentalElf
I've heard of this. On 3DS MAX 6, when I select XFORM modifier,
there is no "RESET" option. How?
It is not a modifier it is under the utilities panel! One of the tabs should say reset xform.
- Razorwing - 08-08-2006
Aah, so that's why he didn't find it! Didn't think of that. Yep, it's a button on the Utilities panel, same panel where the NifProps button is. If you don't see it MentalElf, use the thingie that lets you see the unlisted utilities.
Works ! ! ! - MentalElf - 08-08-2006
Ok, let the real modeling and scripting begin! LOL!
RE: More questions... collision! - Razorwing - 08-09-2006
Quote:Originally posted by MentalElf
Not sure you are correct about being able to utilize more
than one [x] Is Collision Mesh in a scene (model). I tried
with two objects, two matching collision meshes, and only
one showed up in NIFSkope.
I didn't reply to that before because I knew I had read the technical explanation somewhere, but didn't remember where. But I found it now, and it's in the wiki article "Finessing Physics":
Each NiNode can reference one collision object. Of course one nif can have more than one NiNode and therefore more than one collision object (a fact which will be exploited later in this tutorial).
A NiNode equals a mesh. A whole model can be made up of several meshes / NiNodes. So if you have a model made up of two meshes, you can have two collision meshes, and have the collision meshes behave differently. To take an example that can be achieved (I guess) without hacking in NifSkope, you could have a solid treetrunk (static layer collision mesh) and ethereal leaves (noncollidable layer collision mesh) by using more than one mesh, thus allowing for more than one collision mesh to be attached to the NiNodes.
problem - pls help - dream_sequencer - 08-11-2006
Hi,
Straight to the point:
I export the mesh with collision from 3ds max 8 and in NifScope it works fine. Collisoin parameters are: 'metal' and 'weapon'. Also in game everithing seems to be alright until i drop the item. It just freezes in front of the character - 5 meters away, 2 meters in the air. What could be the cause of the problem?
PS: I attach a screen from NifScope with all the parameters.
PS#2: Collision meshes pivot has beed centered to objects pivot, which is correctly oriented, as i assume, - object is in game held in the hand just as it was meant to be.
- Axen - 08-11-2006
Adding collision doesn't add Havok physics to it.
RE: problem - pls help - Razorwing - 08-11-2006
Quote:Originally posted by dream_sequencer
Hi,
Straight to the point:
I export the mesh with collision from 3ds max 8 and in NifScope it works fine. Collisoin parameters are: 'metal' and 'weapon'. Also in game everithing seems to be alright until I drop the item. It just freezes in front of the character - 5 meters away, 2 meters in the air. What could be the cause of the problem?
PS: I attach a screen from NifScope with all the parameters.
PS#2: Collision meshes pivot has beed centered to objects pivot, which is correctly oriented, as I assume, - object is in game held in the hand just as it was meant to be.
Tying in with what Axen said, the exporter can't export Havok data. If you're making a sword, you're better off piggybacking your obj on an existing Bethesda sword instead. It'll take care of all the intricate details that goes into a sword and doesn't require nearly as much skill with NifSkope as creating a sword from scratch would.
I believe the pivot should be in the center of the handle, but I also believe you have to position your sword model in a specific way for it to function properly with the character animation. I haven't made swords or much of anything the player is meant to interact with, but I made a wizards hat early on and when I equipped it on my character... it was turned the wrong way and floating a few feet in front of him ...so it's tricky.
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