Helphelphelp!

Post » Fri Apr 08, 2011 3:59 am

I'm making a board game for my mod (just as scene dressing) and I'd like the player to be able to take it or at least knock it over (which means no statics). I made my board in blender, wonderful. Then i made the game pieces which turned out to be too big in the CS so back into Blender I went and scaled them down.

However when I went back into CS there were two problems:

1. The game pieces were the correct size but still had their original large box around them. (the red, green and blue edged one you get around all objects)

2. The seem insistent on flipping onto their sides! This means that i can't place them on the board because when in game they fall onto their sides, taking everything within a small radius with them.
:brokencomputer:
I spent a good long while getting the right look for the pieces and I'd prefer not to have to re-do them so my question is:

Is there a way to center the gravity of an object so it falls on its base?

Thanks for the help in advance :thumbsup:
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Madeleine Rose Walsh
 
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Post » Thu Apr 07, 2011 10:28 pm

ok for the big box, go into blender and hit crtl+a and re export it. I do not think that there is anything that can center their gravity
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Teghan Harris
 
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Post » Fri Apr 08, 2011 12:59 am

ok for the big box, go into blender and hit crtl+a and re export it. I do not think that there is anything that can center their gravity


thanks =]
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Haley Merkley
 
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Post » Thu Apr 07, 2011 10:32 pm

Load the meshes into Nifskope and set the centre of gravity (called center). In Nifskope the CofG is displayed as a small cross. My machine is down right now, so I'm doing this from memory, but I believe its a blue and green cross. Set the coordinates of the CofG so that it's in the centre of your object, but near the base - not right at the base, but a bit above. Just edit the coordinates of each axis and you can set the CofG. Also make sure the mass is set to a value less then the major axes of the inertia matrix. The major axes are m11, m22 and m33. If you set the mass to 1, for example, the values for m11, m22 and m33 should be about 10 times as large. This will make the object settle nicely. I was planning on doing a tutorial for this, but I haven't worked out the exact equation for calculating the axes of the inertia matrix, so I haven't done it yet...
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Chloe :)
 
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Post » Fri Apr 08, 2011 3:04 am

Load the meshes into Nifskope and set the centre of gravity (called center). In Nifskope the CofG is displayed as a small cross. My machine is down right now, so I'm doing this from memory, but I believe its a blue and green cross. Set the coordinates of the CofG so that it's in the centre of your object, but near the base - not right at the base, but a bit above. Just edit the coordinates of each axis and you can set the CofG. Also make sure the mass is set to a value less then the major axes of the inertia matrix. The major axes are m11, m22 and m33. If you set the mass to 1, for example, the values for m11, m22 and m33 should be about 10 times as large. This will make the object settle nicely. I was planning on doing a tutorial for this, but I haven't worked out the exact equation for calculating the axes of the inertia matrix, so I haven't done it yet...


ahaa brilliant thanks! :celebration:
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Jessica White
 
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