Difference between revisions of "Finessing Physics"
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imported>Darknel |
imported>Darknel |
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above so that the bhkNiTristrip block is used only for sections of detailing where | above so that the bhkNiTristrip block is used only for sections of detailing where | ||
using the primitive shapes would be impractical or impossible. | using the primitive shapes would be impractical or impossible. | ||
''Step 1'' | ''Step 1'' | ||
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Remember also so that anything you could just use a bhkprimitive for (standard boxes, capsules, etc) can also be omitted and built up using the Simple Collision Modelling techniques above. | Remember also so that anything you could just use a bhkprimitive for (standard boxes, capsules, etc) can also be omitted and built up using the Simple Collision Modelling techniques above. | ||
''Step 2'' | ''Step 2'' | ||
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Highlight that block in the block list and in the block details you should see Num Strips Data, followed by an array drop down showing which block the strips data is being taken from. For now, set the strips data to -1, copy the block and paste it into your primary nif. Don't save the change of setting the strips data to -1 on the statue nif, that's just a temporary measure to limit confusion on pasting it. | Highlight that block in the block list and in the block details you should see Num Strips Data, followed by an array drop down showing which block the strips data is being taken from. For now, set the strips data to -1, copy the block and paste it into your primary nif. Don't save the change of setting the strips data to -1 on the statue nif, that's just a temporary measure to limit confusion on pasting it. | ||
''Step 3'' | ''Step 3'' | ||
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In the primary nif window, go to the bhkTristrips block you pasted in Step 2 and in the block list details change the strips data (which you set to -1 in Step 2) to point to the tristrips data block you just pasted across. | In the primary nif window, go to the bhkTristrips block you pasted in Step 2 and in the block list details change the strips data (which you set to -1 in Step 2) to point to the tristrips data block you just pasted across. | ||
''Step 4'' | ''Step 4'' | ||
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From here on in, the process is essentially the same as if you were following the Simple Collision Modelling guide above (the bhkNiTristrips block can be treted essentially like any other bhk shape block). Set it's material to whatever you want, link it in to the bhkrigidbody block. Set the heirarchy up so that it runs the same way as discussed in the earlier part of this guide. | From here on in, the process is essentially the same as if you were following the Simple Collision Modelling guide above (the bhkNiTristrips block can be treted essentially like any other bhk shape block). Set it's material to whatever you want, link it in to the bhkrigidbody block. Set the heirarchy up so that it runs the same way as discussed in the earlier part of this guide. | ||
And you're done. | And you're done. | ||
== Additional Assistance == | == Additional Assistance == | ||
If you have any questions or ideas pertaining to the above please discuss them on this [http://www.elderscrolls.com/forums/index.php?showtopic=448144&hl=havok+hacking thread.] | If you have any questions or ideas pertaining to the above please discuss them on this [http://www.elderscrolls.com/forums/index.php?showtopic=448144&hl=havok+hacking thread.] |