![]() ![]() Adjust the roundoff error value if you need more or fewer vertices. Simply right-click the mesh in NifSkope, and select Havok > Create Convex Shape. To translate the shape within the nif, use a bhkTransformShape between the bhkRigidBody and the primitive, or the translation settings in a bhkRigidBodyT.Ĭonvex shapes are the easiest to create, and are extremely common for clutter items and simple furniture. The dimensions of primitives are adjustable in the settings of the shape block. These can be made in NifSkope, and are commonly used for doors and chests that are roughly box-shaped, like the Whiterun jail door, seen at right. Primitives can be boxes (rectangular prisms-they do not have to be cubes), spheres, or capsules. MOPP shapes are reserved for static objects only (architecture, furniture, etc.). For this reason, primitives and convex shapes are preferred, and are the only viable option for moving objects (weapons, clutter that you can pick up, etc.). The CPU usage required to simulate physics, therefore, is lowest for primitives, slightly higher for convex shapes, and much higher for MOPP shapes. Primitives are the simplest, and MOPP shapes are the most complex. ![]() There are three main types of collision meshes: Primitives, Convex Shapes, and Compressed MOPP Shapes. The Whiterun jail door uses a box primitive. ![]()
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