Editing Arcane University:Mesh Collisions
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 46: | Line 46: | ||
==Physics Settings== | ==Physics Settings== | ||
− | Physics settings are contained in the bhkRigidBody or bhkRigidBodyT. The only difference between these two blocks is that bhkRigidBodyT has translation | + | Physics settings are contained in the bhkRigidBody or bhkRigidBodyT. The only difference between these two blocks is that bhkRigidBodyT has translation enabled—regardless of what NifSkope shows, the translation fields in a bhkRigidBody have no effect. |
*'''Layer:''' The layer the collision object belongs to. Some layers don't collide with certain other layers. The most common are Static, Animstatic, Clutter, and Weapon. There is also a copy of this field in the "Havok Filter Copy" group which must match. | *'''Layer:''' The layer the collision object belongs to. Some layers don't collide with certain other layers. The most common are Static, Animstatic, Clutter, and Weapon. There is also a copy of this field in the "Havok Filter Copy" group which must match. |