nif help needed please

Post » Tue Mar 19, 2013 9:08 pm

i've got this nif, pasted together from two others mostly, and all's fine with the model and all, but collision object causes me headaches (don't even really know where to begin)

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 :-P
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Ilona Neumann
 
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