Blender scripts to make a simple static collision box.

Post » Thu Apr 07, 2011 10:56 pm

There was a video I saw on the web a year ago showing how to use blender scripts to make a simple static collision box.

The video used a tombstone stone cross to demonstrate. It was the simplest way to make static collision from blender I had seen ever!
But now I cannot find the video again. (lost it when I changed to new PC).

Can anyone tell me where this is at? I looked around for 2 hours now and could only find the Convex hull collision tutorial and similar weapon collision tutorials.

That will not work for me because I need the collision box to be static (not fall to the ground).

Thank you for your help!

....my head hurts from fruitless web suffering.
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Mashystar
 
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Post » Fri Apr 08, 2011 12:19 am

If you want to have box shaped collision then you need to add a shape of it to your scene (press space then select mesh -> add -> cube and re-size it properly to cover your model).
Next select that cube and from Object panel (F7) in Draw Tab set Drawtype as Bounds and Draw Extra as Wire, and make sure that gray button in Draw Extra is set to Box.
Finally switch to Logic panel (F4). There you have Add Property button. Press it, and change added property to string, in name field type HavokMaterial, and in the empty filed next to it type name of material you want the collision be made of (eg. Stone, Wood, Metal, etc.)
And that's it.
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W E I R D
 
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Post » Fri Apr 08, 2011 1:33 am

As described above ^

Or as an alternative, open the scripts window, then Scripts>Mesh>Hull>Box. And vioula! And make sure you export it as a static object by clicking the static button in export options. You can change it to static in nifskope but i don't know how.

Good luck =]
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Lucy
 
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Post » Fri Apr 08, 2011 8:20 am

What they all said is correct, but you wanted to know how to create static vs clutter item.

That's easy. When exporting .nif from Blender there are few buttons on the right among them static, clutter, and others. Just select what you desire and hit OK.
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Dan Scott
 
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Post » Fri Apr 08, 2011 1:26 am

AFAIK there is no difference in the collision box mesh between static and clutter items, all the changes are elsewhere in the Havok parameters for mass, gravity etc. You want the collidable surface to be in the same place, you just don't want it to fall or get knocked around if it's static. As Washington and thejanitor stated, you get that done for you by the export settings. I'd recommend looking at the differences between the two when you do it, as then you'll be able to change items in NifSkope, without having to pull them in and out of Blender.
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Iain Lamb
 
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