I've successfully used
http://www.youtube.com/watch?v=OMDFJHjEvpc
this tutorial as a base, although if you went by it step by step it wouldn't quite work b/c the scale of the clone/convexVerticesShape is almost 80 to 90 percent larger, apparently b/c of some havok update.
I've also used chunkMerge, which I cannot seem to get to work, but i would like to know how it transfers collisions, so if you have info, plz share it!
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I have also found that through nifskope you can add a Havok Convex shape, which makes things incredibly easy b/c it makes an easy tri clone of your mesh for collision, the problem is that even adjusting the radius down to .0001; ie the lowest you can go, its still too large.
The problem I'm having is that while I can use 3ds to make collisions, they are very crude, like a basic box around something. Say I wanted to create a set of shelves, or stairs, i'm not sure my collisions would work very well.
The problem is that when I clone my original mesh in 3ds to use as the ConvexVerticesShape, i then must scale it down to around 10% (in most cases i've found that some meshes need up to 30%) ; where it rests in the 3d environment, after scaling, is not where needs to be. I usually have to drag it to the very bottom and center of my original mesh.
Now here's where it gets a bit confusing, after I create the CvS/clone of my original, i then add a bhkRigidBody through the niftools helper in 3ds. This creates a small , invisible box. I accidently had this small box far away from my original mesh, and my clone, loaded it in game, and was pushing around my object from a few feet away!
So my first question is , what is the purpose of the ConvexVerticesShape I create? And what is its relationship to the bhkRigidBody I add? I also seem to have had results scaling the bhkRigidBody up and down.
Replication is difficult b/c there is no clear standard to use while I'm testing this on new, and especially complicated meshes.