Nifskope Help - Mesh Rotation Point

Post » Wed Jun 30, 2010 10:59 pm

I created a mesh in blender which I want to have a "hinge". Right now it doesn't rotate about the point I want it to. How do I change the rotation point for the mesh? If I need to do it in blender I can do that.

http://i489.photobucket.com/albums/rr256/ericthered1090/mesh12.jpg

Basically, I want to set it up as a door, so that it can be locked and unscripted.

Thanks,
-Melchior Dahrk
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Tanya Parra
 
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Post » Wed Jun 30, 2010 4:30 pm

I'd suggest doing it in Blender. Just go into edit mode and move the whole thing. Then go back in object mode and you'll see pivot point remained at same place. You could also make the pivot point snap to the cursor if you like to. There is a symbol, which looks kinda like headphones in the small symbol line at bottom of the screen!!! ;)


TheDaywalker :rock:
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Cccurly
 
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Post » Wed Jun 30, 2010 2:07 pm

Could you give me this mesh? I think I can do what you want in nifscope and show you how, step by step :)
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sarah simon-rogaume
 
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Post » Wed Jun 30, 2010 7:01 am

To do it in Nifskope

Right click on the model in the view window and you get a drop down window
>Transform
>Edit

then the translation settings allow you to reposition the model relative to the pivot point.
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Lucie H
 
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Post » Wed Jun 30, 2010 11:22 am

But in Blender you can easily check how object is going to rotate ingame. So my vote is still BLENDER!!! :P

BTW, we just kicked out Brazil 4:0 (soccer WC)!!! :celebration:


TheDaywalker :rock:
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Carlos Rojas
 
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Post » Wed Jun 30, 2010 6:16 pm

But in Blender you can easily check how object is going to rotate ingame. So my vote is still BLENDER!!! :P

BTW, we just kicked out Brazil 4:0 (soccer WC)!!! :celebration:


TheDaywalker :rock:

:whisper: Argentina
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Rachyroo
 
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Post » Wed Jun 30, 2010 10:34 am

:whisper: Argentina




LOL, yeah you're right, anyway they look all the same to me!!! :rofl:


TheDaywalker :rock:
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Sylvia Luciani
 
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Post » Wed Jun 30, 2010 12:42 pm

TDW, I tried your method but I am confused because I have three different pivot points. One for each object. So when I repositioned them only one object will line up to a pivot point at a time. Can I consolidate the pivots? I would like to learn this method for when I create other meshes.

Slartibartfast1 and Grissom, I think figured out how to do it in Nifskope. Thank you, I just looked at it in a different way. http://i489.photobucket.com/albums/rr256/ericthered1090/mesh1.jpg, thanks again!
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brian adkins
 
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Post » Wed Jun 30, 2010 7:33 am

You can join the meshes or else select all at once and position their shared pivot point.


TheDaywalker :rock:
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Lil Miss
 
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Post » Wed Jun 30, 2010 7:31 pm

You can join the meshes or else select all at once and position their shared pivot point.


TheDaywalker :rock:

If I position their shared pivot point will their individual pivot points be moved to that spot? You can only edit one object at a time right?


-------------------------------

Another question which maybe someone can help me with. Why do I have a bounding box as big as a house for my little lid?
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Fluffer
 
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Post » Wed Jun 30, 2010 2:49 pm

If I position their shared pivot point will their individual pivot points be moved to that spot? You can only edit one object at a time right?


-------------------------------

Another question which maybe someone can help me with. Why do I have a bounding box as big as a house for my little lid?



If you want to move the mesh in edit mode, so that pivot point stays in place, you need to join all parts. In case you want to relocate their shared pivot point, you need not edit the meshes at all, just place the pivot point in object mode ( symbol that looks like headphones) :)

http://img227.imageshack.us/img227/6783/pivotpoint.jpg


What for you need a bounding box for a lid anyway? Have you maybe scaled your lid in nifskope and forgotten to do the same for bounding box?


TheDaywalker :rock:
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jessica breen
 
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Post » Wed Jun 30, 2010 5:53 pm

If you want to move the mesh in edit mode, so that pivot point stays in place, you need to join all parts. In case you want to relocate their shared pivot point, you need not edit the meshes at all, just place the pivot point in object mode ( symbol that looks like headphones) :)

http://img227.imageshack.us/img227/6783/pivotpoint.jpg


What for you need a bounding box for a lid anyway? Have you maybe scaled your lid in nifskope and forgotten to do the same for bounding box?


TheDaywalker :rock:

I think I've gotten the hang of the pivot points in blender. I'll have to toy with it some more. Thanks!

Bounding box may be the wrong term. I don't have any collision for my mesh. But when I put the mesh into the CS it has a selection rectangle as big as a building. Bigger. Is it due to the 50-scale correction or whatever when I export from blender?
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ANaIs GRelot
 
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Post » Wed Jun 30, 2010 11:32 am

I think I've gotten the hang of the pivot points in blender. I'll have to toy with it some more. Thanks!

Bounding box may be the wrong term. I don't have any collision for my mesh. But when I put the mesh into the CS it has a selection rectangle as big as a building. Bigger. Is it due to the 50-scale correction or whatever when I export from blender?



Seems like you have scaled your model smaller and forgot to apply scale afterwards. Try CTRL+A,1( first option) on your model before exporting it!!! ;)


TheDaywalker :rock:
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Bigze Stacks
 
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Post » Wed Jun 30, 2010 8:16 pm

Seems like you have scaled your model smaller and forgot to apply scale afterwards. Try CTRL+A,1( first option) on your model before exporting it!!! ;)


TheDaywalker :rock:

Aha, that worked! Thanks Daywalker. You've been immensely helpful! :dance:

edit: Just out of curiosity. I edit meshes a lot (not always in blender [nifskope]) and I get that problem of funny shaped selection boxes even when I remove collision. Can this same method be used to fix that?
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elliot mudd
 
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Post » Wed Jun 30, 2010 10:13 am

As an aside, MW only allows "doors" to pivot one way. It appears the model you are using wants to pivot one of the "wrong" ways, so you may have to script it. The bar door script works fairly well.
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koumba
 
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Post » Wed Jun 30, 2010 10:31 pm

As an aside, MW only allows "doors" to pivot one way. It appears the model you are using wants to pivot one of the "wrong" ways, so you may have to script it. The bar door script works fairly well.

Thanks Morovir. The model I am actually using (now that I've fixed it :P) pivots around the http://s489.photobucket.com/albums/rr256/ericthered1090/?action=view¤t=Morrowind2010-07-0317-55-09-66.mp4. I just rotated it again once I was in-game to get it working properly.
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jadie kell
 
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