Tutorial: Simple Havok Copying for Your Clutter/Miscellaneous Objects


TABLE OF CONTENTS
1) INTRODUCTION
2) A NOTE ABOUT STATIC AND MOVEABLE COLLISION
3) START WITH THE BETHESDA MESH
4) COPYING YOUR MODEL INTO THE BETHESDA MESH
5) REMOVING THE OLD MESH PARTS
6) RESIZING THE MOVABLE COLLISION MESH TO FIT YOUR MODEL AND POSITIONING
7) MESH MAINTAINANCE
8) TESTING THE MESH AND YOU’RE DONE


1) INTRODUCTION

Thanks to all tutorial makers out there. I learned a lot from you guys from many types of tutorials. I found that the information about copying Havok data (for movable collision) was often only a small part of more complex tutorials such as armor and weapons making. Or, the tutorial assumed more knowledge of how Nifscope works than I possessed. What I wanted to do was simpler... just how to put Havok on my own meshes created for decorative objects in the game. These would be like the miscellaneous/clutter items you find in the game such as bowls, plates, bolts of cloth, etc…

Before starting this tutorial, you should already have your mesh created, textured and exported from your 3d program. The mesh should not have a collision component, since you will be copying a moveable collision mesh from one of Bethesda's objects.

This tutorial only covers what you do in Nifscope to copy moveable collision from Bethesda’s meshes onto your own 3d model. This tutorial does not cover 3d modeling or exporting your meshes.

I use 3dsMax8, but this should also work for meshes created in other programs.


2) A NOTE ABOUT STATIC AND MOVEABLE COLLISION

There are different kinds of collision. There is the static collision that is used on stuff like buildings and furniture where you want them to be solid objects your character can’t walk through. Then there is the movable kind for things in the game your character can move with the "z" key like clutter, food and alchemy ingredients, etc...

The current processes to create static vs. movable collision are very different. This tutorial only deals with the "movable" kind at a very basic level, through copying the existing Bethesda collision block. I have heard that there is also a method to turn a custom model into a movable collision mesh by altering a few numbers in the BSXFlags and the bhkRigidBody blocks. When I have more information, I will put it here or link to it.

If you are looking for the method to make "static" collision, try this tutorial by Gundalf (Link Here). For static collision, you create an extra collision mesh in your 3d program that you export with your .nif file


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