Editing Arcane University:Nifskope Hinge Constraints
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In the screenshot above, the coordinate system is rotated relatively to the main model’s coordinate system. This is due to the accumulated Translations and Rotations of all the parent NiNoded indicated in the nif architecture. | In the screenshot above, the coordinate system is rotated relatively to the main model’s coordinate system. This is due to the accumulated Translations and Rotations of all the parent NiNoded indicated in the nif architecture. | ||
− | The axis of rotation for the constraint can be set in ''' | + | The axis of rotation for the constraint can be set in '''Axis A'''. The X Y Z W coordinates are a common way of defining vectors in Nif format: X, Y and Z should form a unit vector (i.e. length of 1) and "W" is the "weight", i.e. the length of the defined vector. For the purpose of a simple axis, the weight does not really matter, so it can be set to 1. |
− | Then with the same considerations as above, fill in the '''Perp | + | Then with the same considerations as above, fill in the '''Perp Axis in A1''', '''Perp Axis in A2''', and '''Pivot A''' properties. |
− | * '''Perp | + | * '''Perp Axis in A1''' should be orthogonal to Axis A, and will define the angle 0. |
− | * '''Perp | + | * '''Perp Axis in A2''' is simply the dot product of Axis A and Perp Axis in A1. This is likely put into the model, rather than calculated, so that the engine does not have to compute it each time. |
* '''Pivot A''' is the coordinates of the pivot point. Here, W needs to be ignored, and only X, Y and Z need to be set. | * '''Pivot A''' is the coordinates of the pivot point. Here, W needs to be ignored, and only X, Y and Z need to be set. | ||
− | Then, the same will need to be done for ''' | + | Then, the same will need to be done for '''Axis B''' properties in semi-automated ways. These are the same as their Axis A counterparts except '''expressed in the coordinate system of the second entity'''. |
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Finally, set '''Min Angle''' and '''Max Angle''' to limit the range of the constraint (in radians, not degrees), and the '''Max Friction''', which will define how strong the constraint will slow/resist the movement. | Finally, set '''Min Angle''' and '''Max Angle''' to limit the range of the constraint (in radians, not degrees), and the '''Max Friction''', which will define how strong the constraint will slow/resist the movement. | ||
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If your bhkRigidBodies and the rest of your Nif architecture is properly setup, your constraint should now work in-game. | If your bhkRigidBodies and the rest of your Nif architecture is properly setup, your constraint should now work in-game. | ||
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− | [[Category:Arcane University-Animation |