Difference between revisions of "NifSkope: Adding Collision Model"

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(fixing up the material setting part)
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The purpose of this article is to give a step by step guide to the [[Finessing Physics#Better Collision Modelling|Better Collision Modelling]] method described in [[Finessing Physics]] tutorial. The goal of the process is to create a simple model properly interacting with its environment.
'''Note to Blender users:'''
 
This guide is mostly deprecated for you.
The current Blender export scripts support the export of collision models.
See [http://niftools.sourceforge.net/wiki/Blender/Collision Blender/Collision] on the NifTools wiki.
However it can be useful to read the Refinig Collision Properties section of this guide.
The purpose of this article is to give a step by step guide to the [[Finessing Physics#Better Collision Modelling|Better Collision Modelling]] method described in [[Finessing Physics]] tutorial. The goal of the process is to create a simple model properly interacting with its environment. This method gives the most resource demanding type of collision model, but the easiest to create.


==Getting Started==
==Getting Started==
Line 6: Line 10:
===Required tools===
===Required tools===
*A BSA unpacker, for example [[BSA Commander]], [[BSA Unpacker]],or [[TES4BSA]] to unpack NIF files.
*A BSA unpacker, for example [[BSA Commander]], [[BSA Unpacker]],or [[TES4BSA]] to unpack NIF files.
*The latest version of [[NifSkope]] to edit the NIF files. The example screenshots of this guide were taken from the 0.9.3 version.
*The '''latest''' version of [[NifSkope]] to edit the NIF files. The example screenshots of this guide were taken from the 0.9.3 and 0.9.8 versions. Check the NifSkope download page once in a while.
*A 3D modeller software, for example [[Blender]].
*A 3D modeller software, for example [[Blender]].


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  TES4BSA: [[BSA Unpacker Tutorial]]
  TES4BSA: [[BSA Unpacker Tutorial]]
  NifSkope: [http://www.niftools.org/wiki/index.php/NifSkope NifSkope Documentation and Tutorials]
  NifSkope: [http://niftools.sourceforge.net/wiki/NifSkope/Documentation_And_Tutorials NifSkope Documentation & Tutorials]
  Blender: [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D: Noob to Pro], [http://www.niftools.org/wiki/index.php/Blender/Configuration NIF Scripts Configuration]
  Blender: [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D:Noob to Pro], [http://niftools.sourceforge.net/wiki/Blender/Configuration#Oblivion Blender Configuration for Import & Export of Nifs]


===Preparation===
===Preparation===
Line 20: Line 24:
*Export these models in NIF or OBJ format.
*Export these models in NIF or OBJ format.
**See [[NIF Importers and Exporters]] for import and export plugins.
**See [[NIF Importers and Exporters]] for import and export plugins.
**See [http://www.niftools.org/wiki/index.php/NifSkope/Mesh_import_export NifTools.org: Mesh import export] for OBJ exporting help.
**See [http://niftools.sourceforge.net/wiki/NifSkope/Mesh_import_export niftools.sourceforge.net:Mesh import export] for OBJ exporting help.
*Unpack ''\data\meshes\dungeons\ayleidruins\exterior\arstatue01.nif'' from ''\Oblivion\Data\meshes.bsa''.
*Unpack ''\data\meshes\dungeons\ayleidruins\exterior\arstatue01.nif'' from ''\Oblivion\Data\meshes.bsa''.
Example NIFs:
 
High-poly model: [http://www4.rapidupload.com/d.php?file=dl&filepath=25539 here]
Low-poly model: [http://www4.rapidupload.com/d.php?file=dl&filepath=25540 here]


==Adding Collision Model==
==Adding Collision Model==
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In every instance of NifSkope you should see the appropriate model in the render window, a Block List window, and a Block Details window.
In every instance of NifSkope you should see the appropriate model in the render window, a Block List window, and a Block Details window.


===Preparing the arstatue01 model===
===Preparing the arstatue01 model===
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The ''arstatue01.nif'' was chosen becouse it's collision geometry data format allows importing custom made models' geometry. You are going to import your high-poly and low-poly models' data into this file, but first the unneccessary data need to be removed.
The ''arstatue01.nif'' was chosen becouse it's collision geometry data format allows importing custom made models' geometry. You are going to import your high-poly and low-poly models' data into this file, but first the unneccessary data need to be removed.


*Swich to the instance of NifSkope where ''arstatue01.nif'' was loaded. This will be your final model at the end of the process, so save it with a different name.
{|
[[image:CollTut01.gif|100px|right|thumb]]
|-
*Expand '''0 NiNode''' block on the Block List window, and right-click on '''7 NiTriStrips'''. Choose '''Block -> Remove Branch''' from the pop-up menu. The 7 NiTriStrips block should be gone. Remove the remaining four NiTriStrips blocks. These blocks contained every information of the model (geometry, textures, material properties), except the collision data. The remaining red wireframe represents the collision geometry. Enable '''Draw Havok''' in the '''Render''' menu if you can't see it.
|valign="top"|<font size=2>'''1.''' </font>Swich to the instance of NifSkope where ''arstatue01.nif'' was loaded. This will be your final model at the end of the process, so save it with a different name.
[[Image:CollTut06.gif|100px|right|thumb]]
|-
*Navigate to the '''3 NiTriStripsData''' block, and choose '''Block -> Remove''' after right-clicking. This block contains the collision geometry data. The render window should be empty now.
|valign="top"|<font size=2>'''2.''' </font>Expand '''0 NiNode''' block on the Block List window, and right-click on '''7 NiTriStrips'''. Choose '''Block -> Remove Branch''' from the pop-up menu. The 7 NiTriStrips block should be gone. Remove the remaining four NiTriStrips blocks. These blocks contained every information of the model (geometry, textures, material properties), except the collision data. The remaining red wireframe represents the collision geometry. Enable '''Draw Havok''' in the '''Render''' menu if you can't see it.
[[Image:CollTut02.gif|100px|right|thumb]]
|[[image:CollTut01.gif|thumb|100px]]
*Select '''5 bhkRigidBodyT''' block in the '''Block List''' window, and double-click on the '''Value''' of the '''Translation''' in the '''Block Details''' window. Set x, y, and z to zero. This positions the collision geometry to the origo.
|-
 
|valign="top"|<font size=2>'''3.''' </font>Navigate to the '''3 NiTriStripsData''' block, and choose '''Block -> Remove''' after right-clicking. This block contains the collision geometry data. The render window should be empty now.
 
|[[Image:CollTut06.gif|thumb|100px]]
 
|-
|valign="top"|<font size=2>'''4.''' </font>Select '''5 bhkRigidBodyT''' block in the '''Block List''' window, and double-click on the '''Value''' of the '''Translation''' in the '''Block Details''' window. Set x, y, and z to zero. This positions the collision geometry to the origo.
|[[Image:CollTut02.gif|thumb|100px]]
|}




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Instead of the low-poly model, you can use a '''NiTriShape''' or '''NiTriStrips''' block from any NIF (including the high-poly model!).
Instead of the low-poly model, you can use a '''NiTriShape''' or '''NiTriStrips''' block from any NIF (including the high-poly model!).


*Switch to the instance of NifSkope where you loaded your low-poly model.
{|
[[Image:CollTut07.gif|100px|right|thumb]]
|-
*Expand the '''0 NiNode''' block. If you exported only the geometry of the model, it contains one '''NiTriShape''' and one '''NiTriShapeData''' block. Right-click on the '''NiTriShape''' block, and choose '''Mesh -> Make Normals''' from the menu.
|valign="top"|<font size=2>'''1.''' </font>Switch to the instance of NifSkope where you loaded your low-poly model.
[[Image:CollTut08.gif|100px|right|thumb]]
|-
*Right-click on the '''NiTriShape''' block again, and choose '''Mesh -> Strippify''' from the menu. This converts the the geometry from triangles to strips. Strippifying is needed becouse the collision geometry of ''arstatue01.nif'' was built from strips, and the low-poly model's geometry is going to replace it.
|valign="top"|<font size=2>'''2.''' </font>Expand the '''0 NiNode''' block. If you exported only the geometry of the model, it contains one '''NiTriShape''' and one '''NiTriShapeData''' block. To be sure you don't have duplicated vertices in your model, right-click on the '''NiTriShape''' block, and choose '''Mesh -> Remove Doublicated Vertices'''.
*Reset the '''Translation''' in the '''Block Details''' window if it is not zero.
|-
 
|valign="top"|<font size=2>'''3.''' </font>Right-click on the '''NiTriShape''' block, and choose '''Mesh -> Face Normals''' from the menu. (Before NifSkope version 0.9.4: '''Make Normals'''.)
===Importing the new data===
|[[Image:CollTut07.gif|100px|thumb]]
|-
|valign="top"|<font size=2>'''4.''' </font>Right-click on the '''NiTriShape''' block again, and choose '''Mesh -> Strippify''' from the menu. This converts the the geometry from triangles to strips. Strippifying is needed becouse the collision geometry of ''arstatue01.nif'' was built from strips, and the low-poly model's geometry is going to replace it.
|[[Image:CollTut08.gif|100px|thumb]]
|}


[[Image:CollTut03.gif|100px|right|thumb]]
*Switch to your high-poly model. Select the '''NiTriShape''' block. Reset the '''Translation''' in the '''Block Details''' window if it is not zero. Right-click on the '''NiTriShape''' block, and choose '''Block -> Copy Branch''' from the menu.
[[Image:CollTut04.gif|100px|right|thumb]]
[[Image:CollTut05.gif|100px|right|thumb]]
*Switch back to the cleaned NIF (which was ''arstatue01.nif''). Right-click on '''0 NiNode''' and choose '''Block -> Paste Branch'''. NifSkope will probably argue about NIF versions, choose '''Continue'''. The high-poly model's NiTriShape, which contains geometry, texture, material data, is pasted in now.
[[Image:CollTut14.gif|100px|right|thumb]]
*Double-click on the '''Value''' of '''Num Children''' attribute in the '''Block Details''' window. This number controls how many child objects the NiNode has. Set it to 1. Expand '''Children'''. The list of the NiNode's children is not updated automatically, it still contains six references. The five Children with ''None'' value were the NiTriShapes you have removed, the sixth is the NiTriShape you have just pasted.
[[Image:CollTut16.gif|100px|right|thumb]]
*Right click on the '''Children''' attribute, and choose '''Array -> Update'''. This updates the size of the Children list according to Num Children.
[[Image:CollTut17.gif|100px|right|thumb]]
*Expand '''Children''', and set its child's '''Value''' to the reference number of your NiTriShape ('''6'''). The high-poly model's NiTriShape is linked correctly to the NiNode now.
[[Image:CollTut09.gif|100px|right|thumb]]
*Switch to your low-poly model. Right-click on the '''NiTriStripsData''' block, and choose '''Block -> Copy'''.
[[Image:CollTut10.gif|100px|right|thumb]]
*Switch back to the cleaned NIF. Right-click on the '''0 NiNode''' block, and choose '''Block -> Paste'''. Choose Continue again if NifSkope argues about the NIF version.
[[Image:CollTut11.gif|100px|right|thumb]]
*Select the '''4 bhkNiTriStripsShape'''. Double-click on the '''Value''' of the '''Strips Data''' entry in the '''Block Details''' window, and enter the reference number of the new NiTriStripsData ('''1'''). The low-poly model's geometry data is now linked to the collision shape.
[[Image:CollTut15.gif|100px|right|thumb]]
*The collision data blocks must be in a specific order, which the NiTriStripsData doesn't fit in yet. Choose '''Reorder Havok Blocks''' from the '''Spells''' -> '''Sanitize''' menu. To reorder the blocks manually, right-click on the '''1 NiTriStripsData''' block, and choose '''Block -> Move Down'''. Notice the reference number has changed to '''2'''. Repeat the '''Move Down''', so the number becomes '''3'''.
*Save the NIF.




===Importing the new data===


 
{|
===Fixing up===
|-
 
|valign="top"|<font size=2>'''1.''' </font>Switch to your high-poly model. Right-click on the '''NiTriShape''' block, and choose '''Block -> Copy Branch''' from the menu.
NIFs created by this method appearanly always act like stone, no matter what their Material property is set to.
|[[Image:CollTut03.gif|100px|right|thumb]]
 
|-
You have to insert a bhkListShape to solve this problem.
|valign="top"|<font size=2>'''2.''' </font>Switch back to the cleaned NIF (which was ''arstatue01.nif''). Right-click on '''0 NiNode''' and choose '''Block -> Paste Branch'''. NifSkope will probably argue about NIF versions, choose '''Continue'''. The high-poly model's NiTriShape, which contains geometry, texture, material data, is pasted in now.
*Righ-click on the '''5 bhkRigidBodyT''' block. Choose '''Block''' -> '''Insert''' -> '''BHK''' -> '''bhkListShape'''.
|[[Image:CollTut04.gif|100px|right|thumb]]
*Set the '''bhkRigidBodyT''' block's '''Shape''' property to the reference number of the new bhkLishShape ('''6''') in the '''Block Details''' window. BhkLinkShape is now linked to the bhkRigidBodyT block.
|-
*Set the '''bhkListShape''' block's '''Num Sub Shapes''' property to 1. Update the '''Sub Shapes''' array, just as you did when linked the high-poly model's NiTriShape to the NiNode.
|
*Expand the '''Sub Shapes''' array, and enter the reference number of the bhkNiTriStripsShape ('''4''').
|[[Image:CollTut05.gif|100px|right|thumb]]
*Reorder the havok blocks.
|-
Example of the result NIF is [http://www4.rapidupload.com/d.php?file=dl&filepath=27622 here].
|valign="top"|<font size=2>'''3.''' </font>Double-click on the '''Value''' of '''Num Children''' attribute in the '''Block Details''' window. This number controls how many child objects the NiNode has. Set it to 1. Expand '''Children'''. The list of the NiNode's children is not updated automatically, it still contains six references. The five Children with ''None'' value were the NiTriShapes you have removed, the sixth is the NiTriShape you have just pasted.
|[[Image:CollTut14.gif|100px|right|thumb]]
|-
|valign="top"|<font size=2>'''4.''' </font>Right click on the '''Children''' attribute, and choose '''Array -> Update'''. This updates the size of the Children list according to Num Children.
|[[Image:CollTut16.gif|100px|right|thumb]]
|-
|valign="top"|<font size=2>'''5.''' </font>Expand '''Children''', and set its child's '''Value''' to the reference number of your NiTriShape ('''6'''). The high-poly model's NiTriShape is linked correctly to the NiNode now.
|[[Image:CollTut17.gif|100px|right|thumb]]
|-
|valign="top"|<font size=2>'''6.''' </font>Switch to your low-poly model. Right-click on the '''NiTriStripsData''' block, and choose '''Block -> Copy'''.
|[[Image:CollTut09.gif|100px|right|thumb]]
|-
|valign="top"|<font size=2>'''7.''' </font>Switch back to the cleaned NIF. Right-click on the '''0 NiNode''' block, and choose '''Block -> Paste'''. Choose Continue again if NifSkope argues about the NIF version.
|[[Image:CollTut10.gif|100px|right|thumb]]
|-
|valign="top"|<font size=2>'''8.''' </font>Select the '''4 bhkNiTriStripsShape'''. Double-click on the '''Value''' of the '''Strips Data''' entry in the '''Block Details''' window, and enter the reference number of the new NiTriStripsData ('''1'''). The low-poly model's geometry data is now linked to the collision shape.
|[[Image:CollTut11.gif|100px|right|thumb]]
|-
|valign="top"|<font size=2>'''9.''' </font>Here comes the step which makes it worth to use this type of collision. Right-click on the '''bhkNiTriStripsShape''' block, and choose '''Havok -> Pack Strips'''. The bhkNiTriStripsShape block will be converted to a bhkPackedNiTriStripsShape. The NiTriStripsData becomes hkPackedNiTriStripsData. This feature introduced in the 0.9.7 version of NifSkope.
|[[Image:CollTut20.gif|100px|right|thumb]]
|-
|valign="top"|<font size=2>'''10.''' </font>The meshes may not line up at all at this point. Select '''5 bhkRigidBodyT''' block in the '''Block List''' window, and double-click on the '''Value''' of the '''Translation''' in the '''Block Details''' window. Play with x, y, and z until the collision geometry lines up with the mesh.
|-
|valign="top"|<font size=2>'''11.''' </font>The collision data blocks must be in a specific order, which the hkPackedNiTriStripsData doesn't fit in yet. Choose '''Reorder Havok Blocks''' from the '''Spells''' -> '''Sanitize''' menu. To reorder the blocks manually, right-click on the '''1 NiTriStripsData''' block, and choose '''Block -> Move Down'''. Notice the reference number has changed to '''2'''. Repeat the '''Move Down''', so the number becomes '''3'''. See [[Finessing_Physics#Simple_Collision_Modelling|Finessing Physics]] tutorial's explanation of the correct block order.
|[[Image:CollTut15.gif|100px|right|thumb]]
|-
|valign="top"|<font size=2>'''12.''' </font>Save the NIF.
|}




Line 116: Line 134:


[[Image:CollTut13.gif|100px|right|thumb]]
[[Image:CollTut13.gif|100px|right|thumb]]
*Select '''4 bhkNiTriStripsShape''' block. Double-click on the '''Value''' of the '''Material''' property (currently '''HAV_MAT_STONE'''). You get a drop-down list of available materials. This list with some explanation is available as tooltip (hold your mouse over the '''Type''' field of the Material property). Choose the material from the dropdown list, or enter the appropriate number which can be found [http://niftools.sourceforge.net/docsys/index.php?mode=list&table=attr&block_id=383&version=335544325 here] as well. This setting controls the hit sound, step sound, arrow penetrability, and particle effect of the surface.
Select the '''bhkPackedNiTriStripsShape''' block. Expand the Sub Shapes array in the '''Block Details''' window. Double-click on the '''Value''' of the '''Material''' property (currently '''HAV_MAT_STONE'''). You get a drop-down list of available materials. This list with some explanation is available as tooltip (hold your mouse over the '''Type''' field of the Material property). Choose the material from the dropdown list, or enter the appropriate number which can be found [http://niftools.sourceforge.net/doc/nif/HavokMaterial.html here] as well. This setting controls the hit sound, step sound, arrow penetrability, and particle effect of the surface.
*If you inserted a '''bhkListShape''' block, click on it, and notice that it also has a '''Material''' property. You can tweak the arrow penetration, particle effect, and sound by the material settings of the bhkListShape and the bhkNiTriStripsShape blocks. Arrows will only penetrate if both block's material is penetrable.




Line 123: Line 140:


[[Image:CollTut12.gif|100px|right|thumb]]
[[Image:CollTut12.gif|100px|right|thumb]]
Select the '''5 bhkRigidBodyT''' block. Interesting properties are marked with red dots on the picture. A list of the available properties is [http://niftools.sourceforge.net/docsys/index.php?mode=list&table=attr&block_id=317&version=335544325 here]
Select the '''5 bhkRigidBodyT''' block. Interesting properties are marked with red dots on the picture. A list of the available properties is [http://niftools.sourceforge.net/doc/nif/bhkRigidBodyT.html here]


Most important properties:
Most important properties:
*The '''layer''' settings control the mesh color in '''CS''', wheather the activator icon shows up when the player is close enough, wheather it behaves like a harvestable object like plants (no collision, but the activator icon shows up), and arrow penetrability. The list of layers with some explanation is also available as tooltip.
*The '''layer''' settings control the collision model's color in the '''CS''', and other properties as well, for example the NONCOLLIDABLE layer will make the collision body to behave like a harvestable object (no collision, but the activator icon shows up). The list of layers with some explanation is also available as tooltip.
*'''Motion System''', '''Unknown Byte 1''' and '''2''', '''Quality Type''' controls wheather the object is static or mobile.
*'''Motion System''', '''Unknown Byte 1''' and '''2''', '''Quality Type''' controls wheather the object is static or mobile. See [[Finessing_Physics#The_Main_Blocks|Finessing Physics]] tutorial's bhkRigidBody explanation.


Compare these properties to other NIFs, and change them accordingly.
Compare these properties to other NIFs, and change them accordingly.


Further information about the NIF format and NifSkope can be found at [http://www.niftools.org NifTools.org]. Information about NIF format/Havok system is [http://www.niftools.org/wiki/index.php/Category:NIF_Format here].
Further information about the NIF format and NifSkope can be found at [http://niftools.sourceforge.net/wiki/NifTools niftools.sourceforge.net]. Information about NIF format/Havok system is [http://niftools.sourceforge.net/wiki/Category:Nif_Format here].
 
 
==Troubleshoot==
 
If you encounter any problems, please read the guide's [http://www.bethsoft.com/bgsforums/index.php?showtopic=582114 thread] at the CS forum. Post there, or at this article's Discussion Page if you can't find the solution.
 


[[Category:Tutorials]]
[[Category:Tutorials]]
[[Category:Modeling_and_Texturing_Tutorials]]
[[Category:NifSkope Tutorials]]
[[Category:Modeling Tutorials]]

Latest revision as of 12:11, 21 December 2023

Note to Blender users:
This guide is mostly deprecated for you.
The current Blender export scripts support the export of collision models.
See Blender/Collision on the NifTools wiki.
However it can be useful to read the Refinig Collision Properties section of this guide.

The purpose of this article is to give a step by step guide to the Better Collision Modelling method described in Finessing Physics tutorial. The goal of the process is to create a simple model properly interacting with its environment. This method gives the most resource demanding type of collision model, but the easiest to create.

Getting Started[edit | edit source]

Required tools[edit | edit source]

  • A BSA unpacker, for example BSA Commander, BSA Unpacker,or TES4BSA to unpack NIF files.
  • The latest version of NifSkope to edit the NIF files. The example screenshots of this guide were taken from the 0.9.3 and 0.9.8 versions. Check the NifSkope download page once in a while.
  • A 3D modeller software, for example Blender.
Tutorials for these tools:

TES4BSA: BSA Unpacker Tutorial
NifSkope: NifSkope Documentation & Tutorials
Blender: Blender 3D:Noob to Pro, Blender Configuration for Import & Export of Nifs

Preparation[edit | edit source]

  • Make your model in your 3D modeller application.
  • Create the low-poly version of the model without any texturing or material settings.
  • Export these models in NIF or OBJ format.
  • Unpack \data\meshes\dungeons\ayleidruins\exterior\arstatue01.nif from \Oblivion\Data\meshes.bsa.


Adding Collision Model[edit | edit source]

Loading your models in NifSkope[edit | edit source]

  • Start NifSkope.
  • Enable Block Details in the View menu, or push F2.
  • In the File menu choose Load, and navigate to the folder where you have unpacked the arstatue01.nif. Open this file. You have done everything right so far if a statue of a man with a bird on his shoulder appears on the render window.
  • In the File menu choose New Window. This will start another instance of NifSkope. Load your high-poly model here.
    • If you have exported your model in NIF format, load it the same way as the arstatue01.nif.
    • If you have exported your model in OBJ format, import it from the Spells -> .OBJ -> Import Multi menu.
  • Open a New Window again, and load the low-poly model here.

In every instance of NifSkope you should see the appropriate model in the render window, a Block List window, and a Block Details window.


Preparing the arstatue01 model[edit | edit source]

The arstatue01.nif was chosen becouse it's collision geometry data format allows importing custom made models' geometry. You are going to import your high-poly and low-poly models' data into this file, but first the unneccessary data need to be removed.

1. Swich to the instance of NifSkope where arstatue01.nif was loaded. This will be your final model at the end of the process, so save it with a different name.
2. Expand 0 NiNode block on the Block List window, and right-click on 7 NiTriStrips. Choose Block -> Remove Branch from the pop-up menu. The 7 NiTriStrips block should be gone. Remove the remaining four NiTriStrips blocks. These blocks contained every information of the model (geometry, textures, material properties), except the collision data. The remaining red wireframe represents the collision geometry. Enable Draw Havok in the Render menu if you can't see it.
3. Navigate to the 3 NiTriStripsData block, and choose Block -> Remove after right-clicking. This block contains the collision geometry data. The render window should be empty now.
4. Select 5 bhkRigidBodyT block in the Block List window, and double-click on the Value of the Translation in the Block Details window. Set x, y, and z to zero. This positions the collision geometry to the origo.


Preparing the low-poly model[edit | edit source]

Note: Instead of the low-poly model, you can use a NiTriShape or NiTriStrips block from any NIF (including the high-poly model!).

1. Switch to the instance of NifSkope where you loaded your low-poly model.
2. Expand the 0 NiNode block. If you exported only the geometry of the model, it contains one NiTriShape and one NiTriShapeData block. To be sure you don't have duplicated vertices in your model, right-click on the NiTriShape block, and choose Mesh -> Remove Doublicated Vertices.
3. Right-click on the NiTriShape block, and choose Mesh -> Face Normals from the menu. (Before NifSkope version 0.9.4: Make Normals.)
4. Right-click on the NiTriShape block again, and choose Mesh -> Strippify from the menu. This converts the the geometry from triangles to strips. Strippifying is needed becouse the collision geometry of arstatue01.nif was built from strips, and the low-poly model's geometry is going to replace it.


Importing the new data[edit | edit source]

1. Switch to your high-poly model. Right-click on the NiTriShape block, and choose Block -> Copy Branch from the menu.
2. Switch back to the cleaned NIF (which was arstatue01.nif). Right-click on 0 NiNode and choose Block -> Paste Branch. NifSkope will probably argue about NIF versions, choose Continue. The high-poly model's NiTriShape, which contains geometry, texture, material data, is pasted in now.
3. Double-click on the Value of Num Children attribute in the Block Details window. This number controls how many child objects the NiNode has. Set it to 1. Expand Children. The list of the NiNode's children is not updated automatically, it still contains six references. The five Children with None value were the NiTriShapes you have removed, the sixth is the NiTriShape you have just pasted.
4. Right click on the Children attribute, and choose Array -> Update. This updates the size of the Children list according to Num Children.
5. Expand Children, and set its child's Value to the reference number of your NiTriShape (6). The high-poly model's NiTriShape is linked correctly to the NiNode now.
6. Switch to your low-poly model. Right-click on the NiTriStripsData block, and choose Block -> Copy.
7. Switch back to the cleaned NIF. Right-click on the 0 NiNode block, and choose Block -> Paste. Choose Continue again if NifSkope argues about the NIF version.
8. Select the 4 bhkNiTriStripsShape. Double-click on the Value of the Strips Data entry in the Block Details window, and enter the reference number of the new NiTriStripsData (1). The low-poly model's geometry data is now linked to the collision shape.
9. Here comes the step which makes it worth to use this type of collision. Right-click on the bhkNiTriStripsShape block, and choose Havok -> Pack Strips. The bhkNiTriStripsShape block will be converted to a bhkPackedNiTriStripsShape. The NiTriStripsData becomes hkPackedNiTriStripsData. This feature introduced in the 0.9.7 version of NifSkope.
10. The meshes may not line up at all at this point. Select 5 bhkRigidBodyT block in the Block List window, and double-click on the Value of the Translation in the Block Details window. Play with x, y, and z until the collision geometry lines up with the mesh.
11. The collision data blocks must be in a specific order, which the hkPackedNiTriStripsData doesn't fit in yet. Choose Reorder Havok Blocks from the Spells -> Sanitize menu. To reorder the blocks manually, right-click on the 1 NiTriStripsData block, and choose Block -> Move Down. Notice the reference number has changed to 2. Repeat the Move Down, so the number becomes 3. See Finessing Physics tutorial's explanation of the correct block order.
12. Save the NIF.


Refining Collision Properties[edit | edit source]

Now your model has working collision geometry, but its material properties (mobility, hit sound, arrow penetration) are inherited from the statue. It sounds like stone when hit, arrows bounce off from the surface, and it is static.

Material setting[edit | edit source]

Select the bhkPackedNiTriStripsShape block. Expand the Sub Shapes array in the Block Details window. Double-click on the Value of the Material property (currently HAV_MAT_STONE). You get a drop-down list of available materials. This list with some explanation is available as tooltip (hold your mouse over the Type field of the Material property). Choose the material from the dropdown list, or enter the appropriate number which can be found here as well. This setting controls the hit sound, step sound, arrow penetrability, and particle effect of the surface.


Collision properties[edit | edit source]

Select the 5 bhkRigidBodyT block. Interesting properties are marked with red dots on the picture. A list of the available properties is here

Most important properties:

  • The layer settings control the collision model's color in the CS, and other properties as well, for example the NONCOLLIDABLE layer will make the collision body to behave like a harvestable object (no collision, but the activator icon shows up). The list of layers with some explanation is also available as tooltip.
  • Motion System, Unknown Byte 1 and 2, Quality Type controls wheather the object is static or mobile. See Finessing Physics tutorial's bhkRigidBody explanation.

Compare these properties to other NIFs, and change them accordingly.

Further information about the NIF format and NifSkope can be found at niftools.sourceforge.net. Information about NIF format/Havok system is here.


Troubleshoot[edit | edit source]

If you encounter any problems, please read the guide's thread at the CS forum. Post there, or at this article's Discussion Page if you can't find the solution.