Difference between revisions of "Finessing Physics"

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No change in size ,  18:02, 20 September 2006
m
Fixed capitalization of NifSkope.
imported>Entim
(Added link to Adding Collision Model - Step by Step Guide.)
imported>Shon
m (Fixed capitalization of NifSkope.)
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'''''Huge thanks to:'''''
'''''Huge thanks to:'''''


m4444x (not only as creator of the almighty [[NifSkope|Nifskope]], but for originally proposing using the bhkTristrips data block in the first place), gundulf (aka fladnug), Brandano and Shon. Thanks also to all the usual suspects over at the CS forums whose indefatigable strivings in various directions of mod making in the face of inumerable setbacks and frustrations is a constant inspiration.  
m4444x (not only as creator of the almighty [[NifSkope|NifSkope]], but for originally proposing using the bhkTristrips data block in the first place), gundulf (aka fladnug), Brandano and Shon. Thanks also to all the usual suspects over at the CS forums whose indefatigable strivings in various directions of mod making in the face of inumerable setbacks and frustrations is a constant inspiration.  




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Then in the details window for the bhklistshape set the number of subshapes to the number of shapes you intend to use. Then right click the Subshapes array and update it so that you have open slots. Double click those and input the block numbers of your subshapes (for boxes using a convex transform shape to control it, it's the number of the convex transform shape which you should use).
Then in the details window for the bhklistshape set the number of subshapes to the number of shapes you intend to use. Then right click the Subshapes array and update it so that you have open slots. Double click those and input the block numbers of your subshapes (for boxes using a convex transform shape to control it, it's the number of the convex transform shape which you should use).


Then follows the most mind-numbingly boring part of this process. The sequence of the block numbers has to be very specific for Havok in a way that is not true for trishapes. By right clicking the blocks in the block list window of Nifskope you can use move up and move down to change their position in the order. That order has to be made to follow this sequence:
Then follows the most mind-numbingly boring part of this process. The sequence of the block numbers has to be very specific for Havok in a way that is not true for trishapes. By right clicking the blocks in the block list window of NifSkope you can use move up and move down to change their position in the order. That order has to be made to follow this sequence:


0: NiNode;
0: NiNode;
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Basically the sequence of block numbers should run inversely to the order in which they appear in the Nifskope block list heirarchy.
Basically the sequence of block numbers should run inversely to the order in which they appear in the NifSkope block list heirarchy.




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But what about those of us not fortunate enough to have the latest version of 3DS? Well, do not despair. Because although the route is a little more arduous the creation of collision meshes directly matching your mesh is still a possibility. The following step by step will show how to produce the same end result as the plugin afore-mentioned via a few simple Nifskope hacks. But first a warning:
But what about those of us not fortunate enough to have the latest version of 3DS? Well, do not despair. Because although the route is a little more arduous the creation of collision meshes directly matching your mesh is still a possibility. The following step by step will show how to produce the same end result as the plugin afore-mentioned via a few simple NifSkope hacks. But first a warning:


   '''WARNING'''
   '''WARNING'''
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''Step 1''
''Step 1''


The first phase of this process is to export your mesh from the modelling application (whether as .nif or .obj is really immaterial). If you're unsure of how to do this see [[Custom Weapons with Nifskope]] for further details.
The first phase of this process is to export your mesh from the modelling application (whether as .nif or .obj is really immaterial). If you're unsure of how to do this see [[Custom Weapons with NifSkope]] for further details.


The additional element in doing this  though is to also create and export a less detailed version of your mesh which will be used as the collision model. In fact you may need to export more than one additional mesh if you're new model is going to be built from different materials. For instance the stone sections will need to be exported as one part, the wood sections as another and so forth.
The additional element in doing this  though is to also create and export a less detailed version of your mesh which will be used as the collision model. In fact you may need to export more than one additional mesh if you're new model is going to be built from different materials. For instance the stone sections will need to be exported as one part, the wood sections as another and so forth.
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''Step 3''
''Step 3''


Now in a new Nifskope window open your secondary nif. Go to it's NiTristrips block and within that to the NiTristripsData block. Copy the NiTristripsDatablock and paste it into your primary nif. Close the secondary nif window.
Now in a new NifSkope window open your secondary nif. Go to it's NiTristrips block and within that to the NiTristripsData block. Copy the NiTristripsDatablock and paste it into your primary nif. Close the secondary nif window.


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.
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