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Making a static object into a grabbable/physical one


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Posted

As stated, how do I make a static, untouchable object into one that can be touched and has physics? Trying to make collectable paintings and the first one I made as a MiscItem can't be touched and doesn't move.

Posted
  1. BSXFlags needs to have bits 194 set.
  2. The mesh needs to have a bhkCollisionObject and a collision shape.

From what I remember last time I did this, exporting the collision mesh from Blender does not work. I made the collision shape by hand. Luckily for me the thing I was making was pretty much a magic cube. I imagine a painting would be very similar to that.

Posted
2 hours ago, traison said:
  1. BSXFlags needs to have bits 194 set.
  2. The mesh needs to have a bhkCollisionObject and a collision shape.

From what I remember last time I did this, exporting the collision mesh from Blender does not work. I made the collision shape by hand. Luckily for me the thing I was making was pretty much a magic cube. I imagine a painting would be very similar to that.

How do I do either of those things? 1 and 2 i mean.

Posted (edited)
7 hours ago, traison said:

NifSkope if you do it by hand, or NifUtilsSuite if you got a collision mesh of some kind.

Ok, so I followed a video on how to do it. Now there's a new problem. Every time I try to look at it or even try to make a new one SCK crashes.

 

 

Edited by willwhitt56
Posted
  1. The video suggests there's a upper limit to how many "meshes" you can have. Whatever that means in practice I'm not sure. Maybe there's a limit on the number of collision shapes, or individual bstrishapes. Having too many apparently crashes the game. Did you take this into consideration?
  2. If you used the tools in this video, you probably made a Fallout 4 mesh. As far as I can remember, I never ran my cube through any kind of nif optimizer or conversion process. Back in the day when Blender could only export Skyrim LE meshes you had to do that, but that's not a thing anymore.
Posted
27 minutes ago, traison said:
  1. The video suggests there's a upper limit to how many "meshes" you can have. Whatever that means in practice I'm not sure. Maybe there's a limit on the number of collision shapes, or individual bstrishapes. Having too many apparently crashes the game. Did you take this into consideration?
  2. If you used the tools in this video, you probably made a Fallout 4 mesh. As far as I can remember, I never ran my cube through any kind of nif optimizer or conversion process. Back in the day when Blender could only export Skyrim LE meshes you had to do that, but that's not a thing anymore.

1.The meshes made were very simple, compared to his it was miniscule. Said something like 17 or something.

2.Maybe that's what caused it? I ran them through something called SSE Nif Optimizer after I finished the first one. There maybe a chance it broke it. I'll redo them from scratch and get back to you. Could also be that bhkCollisionobject. If it's that how would I adjust it it?

Posted
5 hours ago, willwhitt56 said:

Could also be that bhkCollisionobject. If it's that how would I adjust it it?

 

The next thing I'd try here is to grab some simple object from the vanilla BSA archives, like a bucket, and copy its collision info branch into the new mesh. NifSkope can do this easily.

Posted (edited)
4 hours ago, traison said:

 

The next thing I'd try here is to grab some simple object from the vanilla BSA archives, like a bucket, and copy its collision info branch into the new mesh. NifSkope can do this easily.

Is that what keeps it from falling through the map? Cause I got it working, but it falls through the map, lol. the Painting DOES have a bhkCollisionobject on it, but I guess it's not working?

Edited by willwhitt56
adjustment
Posted

Falling through the map sounds more like a collision layer issue to me. I set my cube to SKYL_CLUTTER. I think the clutter layer does not collide with the player though. NifSkope has all the layers in a dropdown list. The layer is set in the bhkRigidBodyT node.

Posted
1 hour ago, traison said:

Falling through the map sounds more like a collision layer issue to me. I set my cube to SKYL_CLUTTER. I think the clutter layer does not collide with the player though. NifSkope has all the layers in a dropdown list. The layer is set in the bhkRigidBodyT node.

Here, can you have a look and see what's missing? I don't want to spend my whole vacation fighting with this.

Rec_Side_Dark01.zip

Posted (edited)

I synced the flags and what not with my cube and tested the painting in-game. It didn't fall through the ground immediately, but rather slid across the ground for a bit and eventually glitched through. Unfortunately I don't know what that is about.

 

I assume you didn't test copying over the collision from a bucket yet so I'll test that next.

 

Edit: Bucket collisions work. Gonna try doing this by hand like I did with my cube then.

Edited by traison
Posted
4 minutes ago, traison said:

I synced the flags and what not with my cube and tested the painting in-game. It didn't fall through the ground immediately, but rather slid across the ground for a bit and eventually glitched through. Unfortunately I don't know what that is about.

 

I assume you didn't test copying over the collision from a bucket yet so I'll test that next.

Mine fell straight through like nothing was there. Also, I didn't really know where the collision info branch was for the bucket. I'm kinda learning this stuff as I go, lol.

Posted
  1. Open my frame in one NifSkope instance (source), and a new frame in another (destination).
  2. Destination: RMB on the bhkCollisionObject -> Block -> Remove Branch
  3. Source: RMB on the bhkCollisionObject -> Block -> Copy Branch
  4. Destination: RMB -> Block -> Paste Branch
  5. Destination: Spells -> Sanitize -> Reorder Blocks
  6. Destination: Save & test in-game.

If you need to move or resize the collision shape, the origin is in bhkRigidBodyT -> Rigid Body Info -> Translation, and the dimensions are set in the bhkBoxShape.

Posted
18 hours ago, traison said:
  1. Open my frame in one NifSkope instance (source), and a new frame in another (destination).
  2. Destination: RMB on the bhkCollisionObject -> Block -> Remove Branch
  3. Source: RMB on the bhkCollisionObject -> Block -> Copy Branch
  4. Destination: RMB -> Block -> Paste Branch
  5. Destination: Spells -> Sanitize -> Reorder Blocks
  6. Destination: Save & test in-game.

If you need to move or resize the collision shape, the origin is in bhkRigidBodyT -> Rigid Body Info -> Translation, and the dimensions are set in the bhkBoxShape.

THANK YOU! I adjusted it and now they are grabbable and fall right. Thank you so much!

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