Nifskope.
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05-07-2011, 01:31 PM,
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RE: Thank you so much
Quote:Originally posted by t3h_pwn3r_ii Hi PWN, Firstly, please make a separate thread, for your own technical issues and questions, in same forum section as this current thread we're in. It helps keeps info organized, and makes it so others don't think you're hi-jacking their threads. Secondly, you can't use the most up-to-date version of Blender (which is Blender 2.5+), because the Blender Nifscripts plugin won't work with it. Blender Nifscripts is what allows Oblivion-type nifs to be exported from Blender. You need to use Blender 2.49b. Follow the directions in the linky below, on what to install for Blender (except read my notes further below, first): http://www.tesnexus.com/downloads/file.php?id=12248 The part where the above linky says: "(The version 2.49b download (Blender 2.49b, Python 2.6.5, Blender NIF Scripts 2.5.5, NifSkope 1.0.22, PyFFI 1.1.5) is the currently "accepted" version and contains all related files and versions known to work well together.)" You actually should download: (Blender 2.49b, Python 2.6.6, Blender NIF Scripts 2.5.7, NifSkope 1.0.22, PyFFI 2.1.9)...but still follow the order of installation in the TesNexus link above. RE: What Collision Types to Use for Given Circumstances: I got the following below quote, from SaidenStorm's personal website tutorial, located at: http://sites.google.com/site/saidenstorm...iontutori2 Quote:"..... When SaidenStorm says: Statics -> Mopps -> Primitives. ...He means "Static" collision has the best performance by "Mopps", and your second optional choice should be "Primitives" (bhkBoxShape, bhkCapsuleShape, bhkSphereShape). Just apply the same logic sequence to the other phrases for Debris & AnimStatic. Important Collision Terms: Mopps = bhkMoppBvTreeShape Primitives = bhkBoxShape, bhkCapsuleShape, bhkSphereShape (the "simple" or "primitive" shapes) Convex Verts. = bhkConvexVerticesShape Now that you know, what collision types to use, for certain circumstances, here's how Blender sets up Oblivion collision: http://niftools.sourceforge.net/wiki/Blender/Collision Here are my tweaks to a section quoted from the above linky: Box: for perfect cubes/boxes, or rectangular shapes. (bhkBoxShape, in Nifskope)( a "primitive" shape) Sphere: for spheres. (bhkSphereShape, in Nifskope)("primitive") Cylinder: for capsules (a cylinder with rounded ends; bhkCapsuleShape, in Nifskope)("primitive"). Again, for cylinders, make sure that the main axis corresponds to the local z-axis. If the cylinder's alignment looks alright then you do not need to worry further. If not, rotate your oblong cube in edit mode until the cylinder is displayed properly. Convex Hull Polytope: for convex shapes. (bhkConvexVerticesShape, in Nifskope) Triangle Mesh: for arbitrary shapes. (bhkMoppBvTreeShape, in Nifskope; called "Mopps" collision, for short) Cones: exist in Blender but are not supported by the scripts; if you need them use the convex hull polytope or triangle mesh Lastly, collision meshes should be as simple, or with as few polygons, as possible, while still covering the object mesh they need to cover. All shapes cannot be further simplified, except for Convex shapes and Triangle/Mopps shapes. I go over ways to simplify collision shapes, in my posts above, to Jinix_the_Elder. So read over those, too. Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off.
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Messages In This Thread |
Nifskope. - by Thr33_D0g_4eva - 02-06-2011, 09:14 AM
[No subject] - by Koniption - 02-06-2011, 03:21 PM
Hard for a novice - by Jinix_the_Elder - 02-15-2011, 07:01 AM
RE: Hard for a novice - by Koniption - 02-16-2011, 12:30 AM
RE: Hard for a novice - by Jinix_the_Elder - 02-17-2011, 01:30 AM
[No subject] - by Jinix_the_Elder - 02-18-2011, 04:15 AM
[No subject] - by Lady Nerevar - 02-18-2011, 08:41 PM
Thank you so much - by Jinix_the_Elder - 02-20-2011, 10:42 PM
RE: Thank you so much - by t3h_pwn3r_ii - 05-07-2011, 09:06 AM
RE: Thank you so much - by Koniption - 05-07-2011, 01:31 PM
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