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==Common Shape Types==
 
==Common Shape Types==
 
[[File:WRjaildoor.png|350px|thumb|right|The Whiterun jail door uses a box primitive.]]
 
[[File:WRjaildoor.png|350px|thumb|right|The Whiterun jail door uses a box primitive.]]
There are three main types of collision meshes: '''Primitives''', '''Convex Shapes''', and '''Compressed Mesh Shapes'''. Primitives are the simplest, and compressed mesh shapes are the most complex. The CPU usage required to simulate physics, therefore, is lowest for primitives, slightly higher for convex shapes, and much higher for compressed mesh shapes. 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.). Compressed mesh shapes are reserved for static objects only (architecture, furniture, etc.).
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There are three main types of collision meshes: '''Primitives''', '''Convex Shapes''', and '''Compressed MOPP Shapes'''. Primitives are the simplest, and MOPP shapes are the most complex. The CPU usage required to simulate physics, therefore, is lowest for primitives, slightly higher for convex shapes, and much higher for MOPP shapes. 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.). MOPP shapes are reserved for static objects only (architecture, furniture, etc.).
  
 
===Primitives===
 
===Primitives===
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Convex shapes are the easiest to create, and are extremely common for clutter items and simple furniture. Simply right-click the mesh in NifSkope, and select ''Havok > Create Convex Shape''. Adjust the roundoff error value if you need more or fewer vertices. The collision radius is an invisible shell around the collision shape, and may need to be adjusted later after testing. Smaller values result in a thinner shell. Generally, if the object is very small, it will likely need a smaller radius.
 
Convex shapes are the easiest to create, and are extremely common for clutter items and simple furniture. Simply right-click the mesh in NifSkope, and select ''Havok > Create Convex Shape''. Adjust the roundoff error value if you need more or fewer vertices. The collision radius is an invisible shell around the collision shape, and may need to be adjusted later after testing. Smaller values result in a thinner shell. Generally, if the object is very small, it will likely need a smaller radius.
  
Convex shapes necessarily can not have concave areas, or "indents." For an object that needs this, use either a compressed mesh shape (if it's a static) or a [[#List Shapes|list shape]], if it is dynamic.
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Convex shapes necessarily can not have concave areas, or "indents." For an object that needs this, use either a MOPP shape (if it's a static) or a [[#List Shapes|list shape]], if it is dynamic.
  
===Compressed Mesh Shapes===
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===MOPP Shapes===
Compressed mesh shapes are created in [[AU:Software#3D|3D software]] such as Blender, 3ds Max, or Maya. They are typically much simpler (i.e. fewer vertices) than the visible mesh. This can be done either by decimating a copy of the visible mesh, or removing edge loops manually for a higher quality collision mesh. Compressed meshes can also contain multiple collision materials. They can be exported to nif format using either [[Arcane University:CK-CMD for Skyrim#Including Collision Mesh|ck-cmd]] or [[Arcane University:Niftools/Chunkmerge for Skyrim|ChunkMerge]].
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MOPP shapes are created in [[AU:Software#3D|3D software]] such as Blender, 3ds Max, or Maya. They are typically much simpler (i.e. fewer vertices) than the visible mesh. This can be done either by decimating a copy of the visible mesh, or removing edge loops manually for a higher quality collision mesh. MOPP meshes can also contain multiple collision materials. They can be exported to nif format using either [[Arcane University:CK-CMD for Skyrim#Including Collision Mesh|ck-cmd]] or [[Arcane University:Niftools/Chunkmerge for Skyrim|ChunkMerge]].
  
 
==Special Cases==
 
==Special Cases==
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===Collision Material===
 
===Collision Material===
Collision material is set in each shape. It determines the sound and visual effect when the player strikes it with a weapon, as well as whether arrows stick in it or bounce off, whether it bleeds, and what sound it makes when walked on. Stair materials are used to keep the player from getting stuck when walking up stairs. Compressed meshes can have multiple materials per shape.
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Collision material is set in each shape. It determines the sound and visual effect when the player strikes it with a weapon, as well as whether arrows stick in it or bounce off, whether it bleeds, and what sound it makes when walked on. Stair materials are used to keep the player from getting stuck when walking up stairs. MOPP meshes can have multiple materials per shape.
  
 
==Troubleshooting==
 
==Troubleshooting==

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