so, the model's 1st part's static (the collision-causing one), the 2nd's a waving flag (no collision, but havoc ani).
to get them together, i had to put a 90°-rotation and some coordinate offset on the static one.
so, to have the collision object rotate with it, the bhkRigidBody became a bhkRigidBodyT.
first try, i had nifskope Create Convex Shape me a new one, looked fitting, but caused huge object offsets and oversize collision kicking everything aroud the place in game.
so at second try, i imported over the one from the original model (which is far smaller for some reason), which gives me, depending on setup (can't remember what exactly i tried made the change though) no collision at all or allrigt one, so far.
but: the whole composite model (static AND flag-ani) together now need to be scaled, rotated and offset a bit.
my problem now is: this works fine for nifskope and editor, but in game, it doesn't happen. it all gets ignored by the game, despite the RigidBodyT
or, more precise: with collision object rigged to the static's NiTrishape, changes to values in 0 BsFadeNode are ignored, changes in BhkRigidBodyT mostly make collision disappear (or go where i can't find it).
and with collision object rigged to BsFadeNode, it's the same, just the whole object is rotated in some odd 45°-like angle (from the flag ani somehow i assume), but still not responding to any value changes whatsoever.
...and my next problem seems to be i'm 2 dumb 2 post an attachment here...!? else i'd post the whole thing
