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Description
Basically, Skyrim seems to take the absolute value of the bhkRigidBody(T)'s rotation, i.e. -90 displays the same as 90. But in some cases -90/90 does make a difference. I am not sure why.
To confound this issue, when the collision appears correct in ModelViewer, CK, or Preview, it's usually not correct in game. It is not consistent with the collision display. It can both look right or wrong, and still work in game depending on different combinations of settings.
Below I am attaching a bunch of test files. To explain the file suffixes:
BROKEN = Broken in game.
WORKING = "Working" in game. There are other bugs with animated doors that cause collision to rotate the wrong way, so collision breaks upon opening.
NiNode = Gave the bhkCollisionObject a parent NiNode. The NiNode is at the same level as the bhkCollisionObject was previously.
NEWcoll = Collision redone with ChunkMerge.
POS90 = bhkRigidBodyT rotation is set at +90. (Default)
NEG90 = bhkRigidBodyT rotation is set at -90.
RIGHT = Collision LOOKS correct in ModelViewer. Has no bearing on whether it works.
WRONG = Collision LOOKS broken in ModelViewer. Again, may or may not work.
https://drive.google.com/file/d/0B9F4jSOO-JcpY0FYWlBUQ3V6VG8/edit?usp=sharing
NOTES:
BROKEN_POS90_WRONG is the original NIF.
NEG90/POS90 always swaps the appearance in ModelViewer.
POS90 -> NEG90 does not necessarily fix the collision in game, e.g. BROKEN_NEG90_RIGHT.
ModelViewer & CK/Preview always appear opposite of each other. One looks RIGHT, other looks WRONG.
WORKING_POS90_NiNode_RIGHT no longer works after opening the gate. Collision disappears, does not come back when closing.
WORKING_POS90_NEWcoll_WRONG "half" works after opening the gate. One side remains solid.

