Watching this thread as my exported objects dont work properly. I can get one in the CK but without collision and its a real PITA to do.
I'm coming to this thread late, so please forgive me if I repeat what's already been said.
There are several way to get collision into CK.
Export from 3DS Max:
- Clone your mesh, reduce your clone to approx 8% of main mesh size; Reset XForm
- Add bhkRigidBodyModfier modify to clone and give it a Convex Shape
- Add bhkRigidBody Helper and reference the clone; uncheck "Allow Transforms"
- Export as nif
- Open (in NifSkope) one of the few Skyrim models having Convex Shape collision mesh (one of them is in meshes\architecture\riften\animated\mausoleum\rtmausoleumdoor01.nif)
- Open your exported file in another instance of NifSkope
- You need to copy your exported mesh data over to the vanilla file like this:
1. Block Copy (not branch) your bhkConvexVerticesShape and Paste at the root level into vanilla
2. Select vanilla collision bhkRigidBody and in Block Details, change the Shape Ref to your pasted bhkConvexVerticesShap
3. Delete the old bhkConvexVerticesShape (it will have switched position with your version)
4. Copy your mesh NiTriShapeData and Paste Over one of the vanilla NiTriShapeData shapes.
5. Remove any extra nodes that you don't need, or create new ones if required
6. Make sure your NiTriShapeData shapes have "Has Vertex Colors" = yes
7. Set your bhkConvexVerticesShape to Radius = 1.0
8. Save and use
I probably misssed a few steps, but that's the essence of it. Once you get the hang of it, you become adept at creating, modifying and re-arranging things in NifSkope.
Different object types require slightly different procedures in NifSkope, but the above applies to Collision Meshes
Contrary to what I've read elsewhere, there is no exact sizing reduction for the Convex Shape in 3DS. Depending on your object size and shape, the reduction can be anywhere from 5% to 10%. Trial and error is the word here.
You can do similar procedure for box shapes, by examining existing vanilla box nif's (there are a few of them)
Create Collision objects in CK:
This works well for objects that can easily be represented with block shapes. Houses often qualify for Collision Cube construction
Collision Sphere and Plane can be useful depending on object shape.
I tend to use a combination of Convex Shape from 3DS and Collision Cube in CK.