Static collisions and ChunkMerge.

Post » Mon Nov 19, 2012 7:29 am

Hi. I made some clutter items in 3ds and now I'm trying to add some collision to them, but I've ran into some troubles with ChunkMerge.
Basically I have 2 nifs, the actual clutter item and a low-poly for the collision source.

Whenever I run it through ChunkMerge, it actually takes the collision from the template, not from my low-poly's shape. The collision works in-game (and CK) but it's way off from what I need since these are custom models.

Can anyone please offer any advice? I'll provide more details on my workflow if needed.

Thank you!
User avatar
Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Mon Nov 19, 2012 4:10 am

I've had that problem before, it's usually easy enough to fix by choosing a different template NIF, Chunkmerge can be pretty picky at times.
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Mon Nov 19, 2012 2:58 pm

Thank you for replying. Well, I tried different templates and it did the same...trying some more I actually managed to put my low-poly as collision but it's way off to the right of the object.
I can't actually see it in Nifskope, but making a new object in the CK and turning on collision view (or how it's called) with F4, I can see the collision box way to the right. I even tested it and the collision works (using some movable clutter like forks, buckets) but it's not alligned.

Gaaah! I'll try with some other templates. Is there a certain mesh that you use for template?
For example, I'm working on some pillows now. Using commoncrate01 as template adds my low-poly box, but misaligned, using cratesmall01 gives me that mesh's collision.

EDIT: Whaha! I think I managed to fix that misalignment by editing the bhkRigidBody Translation to my origin 0/0/0 in the Block Details. Hope this translation will work for more complex objects too, if I get misaligned collision.
And I hope messing around with it's transition is OK to do.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Mon Nov 19, 2012 8:44 am

Is your object Havoked or Static -> because Havoked Objects should ~NEVER~ within reason be made with Mopps as they are very inefficient to that purpose anything Havoked should be comprised of Primitives or Convex Hulls even multiples of these will perform multitudes better then even the simplest of Mopps.

Also even if your Object is Static if its not Acutely Concave you should be using Primitives or Convex Hulls anyway both of which can be exported out with any of the NifTools Exporters and Corrected in NifSkope to work in Skyrim.

In the case of your Pillows I would suggest just a simple Box and if you know how I would suggest Skinning the Pillow to a simple bone String 3-5 nodes and setting up a string of Constrained Boxes to give the pillow some movement once they are picked up and moved about.
User avatar
Luna Lovegood
 
Posts: 3325
Joined: Thu Sep 14, 2006 6:45 pm

Post » Mon Nov 19, 2012 4:47 pm

Thank you so much for answering Saiden!
All my current objects are static. Some of my objects are convex, but I have others that are concave. I'm working on making some custom shelves, bookcases and I guess convex hull won't do for those.
I think I remember seeing a video about how you can make/export those directly from Max.

Wow, that pillow skinning sounds really great, but my current (and very limited) experience is only with armors in regards to skinning. I'm extremely noobish at this. I wouldn't even know where to start with the pillow. Won't I need a skeleton?
And I mostly copied skin info from other mesh then I tweak further.
User avatar
Charles Mckinna
 
Posts: 3511
Joined: Mon Nov 12, 2007 6:51 am

Post » Mon Nov 19, 2012 4:26 pm

I'm working on making some custom shelves, bookcases and I guess convex hull won't do for those.
You can use a box primitive (or even a convex hull, though that'd be wasteful) for each 'board' in your shelf/bookcase. That is, one for the base, one for the top one for each side, one for the back, and for for each shelf. Exporting them as a bhkShapeList should do the trick (though you'll need to have them at 1/10 scale).

It's more time consuming to set up, but perfectly do-able.

I went down that route (with Saidenstorm's help) after running into the same ChunkMerge problem, except I never managed to get ChunkMerge to work, and once you've made your collection of primitives or convex hulls I reckon it's probably a bit faster to export and get into Skyrim than using ChunkMerge - although I'm using Blender rather than Max, so it might be different.
User avatar
Miss K
 
Posts: 3458
Joined: Sat Jan 20, 2007 2:33 pm

Post » Mon Nov 19, 2012 3:05 pm

Thanks andyw! I'll keep that in mind in case I run into more troubles. For now it seems I managed to get it to work (only thing is, the collision is misaligned initially). I'm really curious how it behaves on more complex objects, but it shouldn't be too different.

I have to look up and see how to properly export those from Max.
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm


Return to V - Skyrim