» Tue May 17, 2011 12:26 am
Did you hook up the bhkBlendCollisionObject "twice", or otherwise do the "two way" hook up required?
You need to assign the bhkBlendCollisionObject to the NiNode it is under, by going to Block Details for that NiNode, then entering the Nifskope number of the bhkBlendCollisionObject in that NiNode's "Collision" field. BUT.....you also need to go into Block Details of the bhkBlendCollisionObject, then enter the Nifskope number of that collision's parent NiNode in the "Target" field - hence you need to hook up the collision "two ways", for it to act right.
As for the dead creature returning to standing position: you might have put the bhkblendcollisionobject on the wrong bone. Try putting the collisionobject on the bone that comes right after the Bip01 NonAccum bone (which might be a spine of pelvis bone, in your case).
Overall, you're gonna eventually need to use those constraint objects, if you have collision on more than one bone/NiNode. Constraints link bones together, so that when the creature dies, the bones can move and bend, but still stay joined together. If you have no constraints, but have the bhkblendcollisionobject on more than one bone, those bones with collision will start to stretch in infinity in the game upon creature death, causing massive mesh contortions.
I'll send you a download in a few minutes. You'll find it helpful.
Koniption