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[MISC] Collision generation in NifSkope


BrettM
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I was so happy when I discovered that one could generate useable collision for simple objects right in NifSkope. No more problems after scaling vertices and moving stuff around -- just put an appropriate-sized box around the modified mesh and make a convex collision out of it. Not fancy or optimized, but good enough for static stuff.

 

However, when dealing with smaller objects, I keep getting a hull with zero vertices, which does not make the CK or the game engine very happy.  Normally I use 0.1 rounding and it works fine. With the small stuff, I've tried all kinds of different larger and smaller values, but I still keep getting that useless collision. My only option then is to find some existing object about the right size and steal the collision from it.

 

Is this a problem with NifSkope or a problem with my settings?

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No, but I'd rather generate collision than steal it, because it takes forever sometimes to go through all the meshes out there to find one that's a suitable match for whatever bizarre thing I've made NifSkope do instead of learning how to model to get what I want the right way. I can't say as I've ever had any problem with a stolen collision, as long as it's hooked into my nif with all the pointers pointing to the right things.

 

With some private coaching, I did learn of three different ways to solve my problem, two of them using NifSkope. It turns out I was making a basic mistake on small objects by reducing the scaling to match the smaller rounding value. Continuing to use 0.1 for the scaling but using a rounding value of 0.02, I got a proper hull with 17 vertices for my 50% reduction of the tall, thin jar.

 

Still, I'm looking into NifUtils, since that seems to be the proper tool of choice, and I do so want to grow up to be a proper modder someday.

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I made mine a little bigger being that the whole mesh for the jars I just released, was wider than the collision generated. I may shorten them in future versions, but bleh. Collisions are contankerous sometimes. I had mine plugged in from a different mesh (the same meshes I mashed up) and they weren't reacting in game. =/ 

 

But they work! So I'm not complaining now. XD I'm just wondering why things went wonky. I could have been doing something wrong though. With battling chest congestion, I was pretty heavily sedated with NyQuil. I guess modding isn't advised when sick and groggy. 

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  • 2 weeks later...

I'm okay with that.  I have no idea how.  I need something other than the Creation Kit... but what?  My toolbox only has one tool in it and I need to know what other ones I need.

The tool to remove the unwanted collision.

and

The tool to import the now desirable object into the CK.

 

Possibly more, but I have no idea which is why I'm asking.

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You can completely remove collision with NifSkope. Just delete the bhkCollisionObject branch. Poof. It's gone.

 

But I don't think you want a doorway completely without collision. You would need to make something that fit the mesh without blocking the opening. While you can actually make a new collision for a static object using nothing but NifSkope, it's a very primitive collision and would just cover over the opening you want again.

 

Making a new one that will really work for you is going to require the ChunkMerge part of NifUtils and something else, like Blender, to make a shape that tells ChunkMerge how the collision should be laid out. I haven't learned how to do that kind of collision yet, but there is a tutorial by Insanity showing the basics. See "From Blender to Skyrim" for details.

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