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  Modding Tutorial: Custom Weapon Havok Collision - Mods
  Posted by: Mad_Griffin on 10-09-2007 @ 17:40 - Source: Tutorial Team
This News Item has been viewed 6,923 times
Requirements: Nifskope

Introduction
So you've made a custom weapon, but it's collision isn't correct... This will teach you how to create custom collisions with the powerful tool Nifskope. You can usually just copy the bhkcollision data from another similar weapon but if feel that you MUST make your own, heres how.

Weapons Collision
I will use an Elven Warhammer for this tutorial, I deleted the BHKcollisionobject for this tutorial but everything will be put back.

If you do not have a Block Details press F2 and open the 0 NiNode and right click on bhkCollisionObject and click Delete Branch. Your screen should look like this:

http://i18.tinypic.com/4oq01fl.jpg

Now for the first part of our Collision creation, we need to create the base for our bhkCollisionObject. Click spells ->Block->Insert and then select bhkCollisionObject. You will notice that it is not in the NiNode and that the 0NiNode is now 1NiNode. Now click 1Ninode and select Collision Object and double click the value next to Collision Object and change it to 0 and click on Collision Object, it should now change to <-bhkCollisionObject. You should be this far:

http://i9.tinypic.com/4z90yn4.jpg

Now insert bhkRigidBody, and open NiNode and click on 1bhkCollisionObject Change the Parent to the number to the left of NiNode and on Body type in the number that apears next to bhkRigidBody. Now Insert bhkListShape and open bhkCollisionObject and click on bhkRigidBody and change the Shape value to the number next to bhkListShape, and change OL_Static to to OL_Weapon, Change Mass to 14, the Motion System to MO_SYS_BOX and the Quality type to MO_QUAL_MOVING2.

Insert bhkCapsuleShape and open bhkRigidBody and click on bhkListShape, and at the top of the Block Details change the NumSubShapes value to 2 and right click on Sub Shapes and select Array->Update. On the first Sub Shapes change the value to the number next to bhkCapsuleShape. Set Radius to 0.3, and Radius 1 to 0.3 and Radius 2 to 0.3. Look where is says First Point and Second Point, and adjust these points to be slightly larger than the handle. You should be this far:

http://i13.tinypic.com/52vuvlu.jpg

You have just created 1 part of your collision, but we now have to add a collision box around the hammer part, so Insert a bhkConvexTransformShape and click on bhkListShape, open Sub Shapes and on the Sub Shape where the value says None, change it to the number next to bhkConvexTransformShape. We need to create our box now, so insert a bhkBoxShape and click on bhkConvexTransformShape and change the value of Shape to the number next to bhkBoxShape, and change OL_Static to OL_Weapon. Click on bhkBoxShape and change the Dimensions to these: X 2.000 Y 1.000 Z 0.500, this changes the scale of the box to best fit the hammer. Now we will move the box to the hammer, click on bhkConvexTransformShape and right click on Transform and click Edit Matrix, now adjust the Y translation to what best fits the hammer, I found 4.100 to be the most effective. You have now finished creating your collision for you weapon, your finished work should look like this:

http://i16.tinypic.com/5x7566d.jpg

By Mad_Griffin



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Total comments: 1 | Last comment: 10-17-2007 at 10:20

 #1 - 10-17-2007 at 10:20
bahhh
From: (New Milton)
Joined: August 7th, 2006
Posts: 81
Excellent! ive been wanting to know how to do physics based objects for ages.



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